Bridge Commander Central
BC Forums => BC General => Topic started by: King Class Scout on September 23, 2009, 11:23:37 AM
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Something I've noticed is missing from the tutorials, Aztecing for dummies. once I got my Speculars back on, I noticed that all i get on most ships is a smooth glare point on curved surfaces, even on my own speculars. I'd like to add the kind of cool textures you guys use all the time.
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I might post a tutorial on Aztecing for TMP ships...At least the saucer part...
But what were you referring to? I'm not sure I understand :(
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There is a panelling/ Texturing tutorial over there:
http://armada2.filefront.com/file/Ship_Texturing_Tutorial_by_Fireball;97966 (http://armada2.filefront.com/file/Ship_Texturing_Tutorial_by_Fireball;97966)
But I have no Idea of how good it is, it might help
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I've tried using Dalekium's suggestion of "greyscale negative" for making my own, but it doesn't have enough contrast. one of the best Aztecs I've seen is on an akula put out by DrMcCoy1701 (which is pure Black and White high contrast)
yes, I'm looking for a how to for the aztecings for hulls, saucers included, as I'll need them for my own ships anyway. in this case, HOW to create the patterns.
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hey, bones...you should write this tute up. the example I used is YOUR ship after all.
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Actually those textures are modified Khaiban's Ultra-res maps of saucer, I just changed contrast on them for mod needs, althou I've made one few years ago following tutorial from BCU I think it's still here somewhere on BCC, it's really time consuming to make something like Khaliban did as you would need base aztec map (whole saucer azteced but only dual color) and then put new layers of various pannels to achieve pre-speculared effect
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time consuming for some people. a sheer pleasure for others. i have a weird knack for these cause I've been working with these kinds of graphic programs since 2000. you did a just as gorgeous job on the Sundown, btw (the hardpoint's gorgeous, too). all I need is the how where you set the contrasts for maximum beauty.
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time consuming for some people. a sheer pleasure for others. i have a weird knack for these cause I've been working with these kinds of graphic programs since 2000. you did a just as gorgeous job on the Sundown, btw (the hardpoint's gorgeous, too). all I need is the how where you set the contrasts for maximum beauty.
That explains much, I presume you have some knowledge with Adobe Illustrator as that tutorial I mentioned is for it, try looking for it here or on google ;)
As for my speculars, the only thing I do to make specular maps is adjusting brightness/contrast, set brightness to -50 down to even -80 (depends on already set brightness/contrast, the more contrasting shades the lesser adjustment value is needed) and contrast must be set to opposite brightness - in this case it would be +50 up to +80.
so brightness goes down while contrast goes up to compensate each other and achieve same base texture without distortions or solarization effects.
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I have a Paintshop someone gave me, and a lot of settings are similar between programs, I've found. usually, what's worked on in one program, I can figure out myself. like I finally figured out how to adjust the Alpha Channel's brightness levels to match glow levels.
thanks for the numbers. i got about half of it right on a guess.