The ISDF-Army: Skins

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Cyber
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The ISDF-Army: Skins

Post by Cyber »

Finished the Textures for ISDF.
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Last edited by Cyber on Tue Jan 22, 2013 5:17 am, edited 1 time in total.
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Red Devil
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Re: The ISDF-Army: Skins

Post by Red Devil »

looks nice 8-)
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Cyber
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Re: The ISDF-Army: Skins

Post by Cyber »

Thanks.

Atm I am working on new skins together with Zero Angel. I think S.cavA.rmyG.en (if he finished) will include his scion skins too, but thats not sure yet.
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Re: The ISDF-Army: Skins

Post by FallenAngel »

So. how do u download this?
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Re: The ISDF-Army: Skins

Post by MrTwosheds »

Ugh.
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General BlackDragon
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Re: The ISDF-Army: Skins

Post by General BlackDragon »

MrTwosheds wrote:Ugh.
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Re: The ISDF-Army: Skins

Post by VSMIT »

MrTwosheds wrote:Ugh.
^Indeed.

They look extremely bland.
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Cyber
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Re: The ISDF-Army: Skins

Post by Cyber »

:D


yeah they do. But I'll make better skins, coming soon.
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Re: The ISDF-Army: Skins

Post by Zax »

General BlackDragon wrote:
MrTwosheds wrote:Ugh.
APCs r Evil
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Re: The ISDF-Army: Skins

Post by APCs r Evil »

Trouble with woodland camo on space-fairing warships is, there aren't that many trees in space.

That said, I'd recommend a digital (Pixelated) camo pattern, it's generally better at breaking up the image.
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Re: The ISDF-Army: Skins

Post by Baconboy »

Looks cool.
I'll try it.
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Re: The ISDF-Army: Skins

Post by Nielk1 »

It would be better if you somehow baked the effect into the skins. Changed the orange to camo on the units and baked it in on the grey parts.

Why does camo even still work? All one would need to defeat it is a HUD with a basic pattern to silhouette conversion. Camo works because the human brain, and frankly most if not all known brains, see shapes by silhouette rather than by color/pattern/depth. A simple HUD that might outline an area of a different pattern, even if only faintly, would defeat camo entirely (IRL).
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Zero Angel
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Re: The ISDF-Army: Skins

Post by Zero Angel »

It would not be difficult to 'bake' the camo on to some glow skins by overlaying it (using a blending mode such as multiply) and maybe an effect layer in Photoshop; it would just be a tedious to apply it to all the textures once the initial formula was figured out. I might just boot into Windows to do this at some point.
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Re: The ISDF-Army: Skins

Post by Nielk1 »

It would be better to do at the base level, but also one will have to make the same edits to the glowskins and teamskins.
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Zero Angel
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Re: The ISDF-Army: Skins

Post by Zero Angel »

I have thought of an interesting concept. Using a partially transparent shade of yellow as a glow skin

Yellow + Blue = Green (dark green = pine camo)
Yellow + Red = Orange (dark orange = tree camo)

It might work.

EDIT: No it doesnt work on the renders I tested. The blues and reds cut into the yellow too deeply, or not enough -- no matter what techniques I use on the glow skin file. It would require a redesign of the camo that i'm not yet willing to undertake.
Last edited by Zero Angel on Thu May 26, 2011 6:28 pm, edited 3 times in total.
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