SOLIDKREATE Posted September 28, 2013 Posted September 28, 2013 (edited) Awesome 1C Studios, love this video! I love the skin templates. I hope they are offered for the alpha! https://www.youtube.com/watch?v=DIeU_xrsFTo Edited September 28, 2013 by Erg./JG54_SPEKTRE
Rodolphe Posted September 28, 2013 Posted September 28, 2013 (edited) ... Any explanation about the structural lines colours used on this LaGG-3 template, (Light Grey, Cyan, White) ? ... Edited September 28, 2013 by Rodolphe
FlatSpinMan Posted September 28, 2013 Posted September 28, 2013 Yeah, I saw that and was wondering, too. Not that I know anything about skinning at all.
SR-F_Winger Posted September 28, 2013 Posted September 28, 2013 (edited) This is just a UV layer. Every triangle represents a triangle of the geometry of the actual planegemometry. Its practical for skinners to for example see where certain parts of one planepart (i.e. fuselage) borders to another one (i.e. the wing). When the actual skin gets written the UV-layer gets turned off. The brown parts between the UVs are parts of the texture that are actually not used and invisible on the plane. The smaller the brown parts the more optimized the texture is. Since the dimensions of the texture (i.e. 2048x2048 pixels) will be loaded into the memory anyways the 3D-Modeler does a good job to minimize the unneeded pixels since they use memory - no matter what. Putting a woodtexture inside and some dropshadow is a neat way to "design" a skintemplate and helps with orientation. Winger Edited September 28, 2013 by VSG1_Winger
FlatSpinMan Posted September 28, 2013 Posted September 28, 2013 UV layer? I had no idea! I'll put on a cap and sun-screen when I take up skinning. Thanks for the tip off. I would've looked like a complete ass if you hadn't mentioned that.
SR-F_Winger Posted September 28, 2013 Posted September 28, 2013 (edited) Very welcome flatspin! Edited September 28, 2013 by VSG1_Winger
SR-F_Winger Posted September 28, 2013 Posted September 28, 2013 (edited) UV. Alphas are used to generate transparency in textures/Materials. Or reliefs (i.e. bumpmaps are generated from alphas) An Alpha is nothing but a greyscale image. Edited September 28, 2013 by VSG1_Winger
Rodolphe Posted September 28, 2013 Posted September 28, 2013 (edited) ... Thanks Winger ! I got some home work now ! http://en.wikipedia.org/wiki/Polygon_mesh http://en.wikipedia.org/wiki/UV_mapping ... Edited September 28, 2013 by Rodolphe
Trident_109 Posted September 29, 2013 Posted September 29, 2013 Thanks Winger and Rodolphe. One for the clarification, the other for posting links.
Jaws2002 Posted September 29, 2013 Posted September 29, 2013 Skinning will be similar to ROF and looks like this templates are made just as well, or better. It's easy and fun to make skins in ROF for two reasons: 1. they release all the layered templates they used to make the official skins. This are very well made and organized. 2. The game comes with a "skin viewer", that uses the lighting engine and 3d models of the game. It's fast and easy to test your skins and changes. The skins are made in :dds format. You can try it yourself if you want to get familiar with the system. You can get all the ROF templates here: http://riseofflight.com:80/en/community/usefulmaterials And the skin viewer is inside ROF game folder. If you don't have the game, it's free you can download it any time. to work with. DDS files instal Nvidia's photoshop plugins. Have fun. I sure as hell had a lot.
senseispcc Posted September 30, 2013 Posted September 30, 2013 (edited) I like this skins also but they are not for Stalingrad battle, sorry; hébergement gratuit http://s24.postimg.org/de5osyftx/La_GG_3.JPG Edited September 30, 2013 by senseispcc
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