| Author | Thread Statistics | Show CCP posts - 23 post(s) | 
      
      
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        |  CCP BunnyVirus
 C C P
 C C P Alliance
 
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       | Posted - 2014.12.08 18:06:53 -
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 Dante Khimera wrote:Hey! I don't know if this is the right place, but I'd love to have more info about the artistic job on those ships. They look fabulous ! Did the art team had to re-author specular textures in terms of roughness/metalness like in Unreal Engine 4 or did you manage to take those and plug them "as it" in your new renderer ?
 
 
 We had to re-author not only specular into roughness we also had to re-author diffuse maps into albedo maps.
 
 
 We are already experimenting how we can use the roughness map to get a better variety and control in how our assets look like
 
 3D Artist | 
      
      
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        |  CCP BunnyVirus
 C C P
 C C P Alliance
 
 1353
 
 
  
 
       | Posted - 2014.12.09 08:18:53 -
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 Jon Dekker wrote:"dynamic dirt levels (older ships showing their age?)"
 YES PLEASE! I can also think this would allow dynamic damage on the hull, right?
 
 On the dirty ships idea, I've always thought about what EVE would be like with a system that allowed a ship to "get old". Sort of like that trusty Corellian freighter that looks like crap but can still make the Kessel run in only 18 parsecs! It's not a gamechanger, but I think it would add a whole new dimension to ship ownership. It's the little things that make me excite! :)
 
 
 
 Dynamic hull damage is unfortunatly something else and not included but i might be able to convince ccp mankiller to think of a way to use the dirtmap for stuff like that.
 
 
 
 3D Artist | 
      
      
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        |  CCP BunnyVirus
 C C P
 C C P Alliance
 
 1353
 
 
  
 
       | Posted - 2014.12.09 09:57:53 -
          [3] - Quote 
 
 Valeo Galaem wrote:(I've also asked this on reddit...)I've taken a look at the resource files on Sisi and I have a few questions: 
 What is the *_ap.dds texture? An albedo map + some kind of mask?
The *_pgs.dds files are now *_pgr.dds files. What is the "R" channel that replaced the specular map? (Roughness?)
The *.black files are gone, so where are the material definitions?
 Once upon a time there was a Dev Blog that gave a nice breakdown:http://community.eveonline.com/news/dev-blogs/art-blog-improvement-of-textures-and-a-new-scorpion-model/ I'm just wondering. There are a lot of people who like to use Eve assets in 3D projects and the new models are too beautiful to pass on! 
 
 First, the _ap.dds could you mean _ao.dds? If so it is an ambient occlusion map
 Second, the R represents the roughness map and
 last all material definitions are in the data.red file.
 
 
 
 
 3D Artist | 
      
      
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        |  CCP BunnyVirus
 C C P
 C C P Alliance
 
 1355
 
 
  
 
       | Posted - 2014.12.09 10:37:27 -
          [4] - Quote 
 
 Valeo Galaem wrote:CCP BunnyVirus wrote:Valeo Galaem wrote:(I've also asked this on reddit...)I've taken a look at the resource files on Sisi and I have a few questions: 
 What is the *_ap.dds texture? An albedo map + some kind of mask?
The *_pgs.dds files are now *_pgr.dds files. What is the "R" channel that replaced the specular map? (Roughness?)
The *.black files are gone, so where are the material definitions?
 Once upon a time there was a Dev Blog that gave a nice breakdown:http://community.eveonline.com/news/dev-blogs/art-blog-improvement-of-textures-and-a-new-scorpion-model/ I'm just wondering. There are a lot of people who like to use Eve assets in 3D projects and the new models are too beautiful to pass on! First, the _ap.dds could you mean _ao.dds? If so it is an ambient occlusion map Second, the R represents the roughness map and  last all material definitions are in the data.red file. I mean the *_ap.dds files, just like I said...http://i.imgur.com/0wSxcG1.png I do understand that large models (capital ships, etc) have ambient occulsion maps in the *_ao.dds files. But, smaller ships do not. All ships using PBR have the *_ap.dds files. Those files have greyscale texture data on the RGB channels with some colored data for "weathering" and fine painted details (as seen in the image I linked), and a mask for said fine painted details in the alpha channel. 
 
 In that case its the albedo map + a new mask map
 
 3D Artist | 
      
      
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