New ship finished, check last post
I am trying different techniques to create ships in style fitting Starsector. I will upload result for each technique I´ll use. Most of them will be free to use (so really use every ship or weapon uploaded here as you want). If there will be interest from more members about specific technique I will create tutorial.
Approach 2:Upcoming - 3Ds Max + Zbrush
Expectation: Perfect control, time consuming.
Started 09:35 AM ... this will really take some time..
Stage 2 - Test: Here is test of another stage of this technique, map blending, result were obtain without using any photoshop filter or something like that, pure map composition (pretty automatic process)
From left to right: Diffuse + Dirt map combined, Light + Shadows, Ambient Occlusion, Z-Buffer, Dirt Map
Ofc at that point ship doesn´t have any details, so it is really boring, just wanted to try that technique itself will work (yeah, it will )Example of Material Pass
Be aware that this pass is from more recent version of this model, so it has bit more complexity then renders above.Actual progress:
I will explain rest of the process while I am working on it:
After finishing base mesh it will be exported into Z-brush, added details, rounded edges, minor proportion changes are also possible, dynamesh will be great help to achieve fast result without wasting too much time with topology (we are just going for 2D spriter, no reason to trying get perfect mesh flow and topology in this case)
Based on this test I expect this method will work without problem with bit of additional Photoshop postwork similar to what I have done in approach 1.
After I will have mode detailed enough (but not final level of detail, I will explain why later), I will export it back to 3ds Max and finish few minor changes, then I will render orthographic image while using omni light placed at top front of the ship rendering those passes: Diffuse, By Mat ID, Ambient occlusion, Carving Map, Z-buffer and maybe few others (rendering it around 1000x1000 while knowing I am aiming for around 340x340 for final sprite, and ofc I will render few objects from this model into different layers).
Then I will load each rendered pass into photoshop (possibly using FR-> PSD to make it faster and more comfy), after that just finishing touches, isolating AO pass on right places, using Z-buffer / Map ID to split parts and detail edges, local contrast changes, then color overlay then render light overlay and whatever will come to my mind.
Why I want to use this this method? Infinitly reusable parts with resolution on demand... in other words, everything once modeled will be reusable over and over again in full quality and could be modified on demand.
And if I will found out that this just doesn´t pay off, I will use approach 1 with bit more 2d painting to make unique ships.
PS: If someone could move this post into resources it would be nice, I guess.
Approach 1:Tools: BSF´s spriters (no editor), Photoshop
Result:
This ship is free to use in any of your modsTime: 22 minutes from scratch
Difficulty: Really pretty easy
Note:
This is really fun, easy and fast way how to create ships, need atleast basic skill with photoshop. If you will use your own shapes together with BFS´s you can create really lot of different designs, control over result is med - high.