One thing I might suggest is turning on the smooth surface modifier, along with edge split. That should make it so that your sharp angles stay sharp, but the very mild angles (like for your engines in the back) will be rounded out.
The other thing you might try when you texture it is to use a specular map. If you take a look at a lot of pictures of spaceships, you'll notice that they're made up of small metal panels, and there are subtle differences in reflectivity from panel to panel. A specular map gives you this effect and adds a lot to the ship.
My site depends heavily enough on Views that I had to wait for it to work before I started seriously working on the port. From the Views module page, it appears that the port exists now, although it's still in active development. I'll try it out and see if it's workable enough to start porting.
I often try to imagine playing a video game when I listen to music that people upload to OGA. In this case, it's an intense, top-down space shooter. Nice work! :)
Procedural materials can be exported, although you lose a certain amount of detail in the process. What I'll have to do is bake the color, normal, and specular maps onto a 1x1 plane and then export those. They'll be limited by resolution, and they won't tile. The procedural texture can of course be extracted from the .blend file. :)
Here are some miscellaneous city/town details to make your scenes a bit more realistic.
http://opengameart.org/content/18-high-res-miscellaneous-texture-and-det...
Nice work so far. :)
One thing I might suggest is turning on the smooth surface modifier, along with edge split. That should make it so that your sharp angles stay sharp, but the very mild angles (like for your engines in the back) will be rounded out.
The other thing you might try when you texture it is to use a specular map. If you take a look at a lot of pictures of spaceships, you'll notice that they're made up of small metal panels, and there are subtle differences in reflectivity from panel to panel. A specular map gives you this effect and adds a lot to the ship.
Here's a set of street signs:
http://opengameart.org/content/8-high-res-street-sign-texture-photos
Here's a set of ground textures, including roads, bricks, tiles, and concrete.
http://opengameart.org/content/45-high-res-ground-texture-photos
Here's a bunch of metal things, including storm sewer grates, storm sewer covers, pipes, etc.
http://opengameart.org/content/45-high-res-metal-and-rust-texture-photos
Very nice! :)
My site depends heavily enough on Views that I had to wait for it to work before I started seriously working on the port. From the Views module page, it appears that the port exists now, although it's still in active development. I'll try it out and see if it's workable enough to start porting.
Bart
I often try to imagine playing a video game when I listen to music that people upload to OGA. In this case, it's an intense, top-down space shooter. Nice work! :)
Procedural materials can be exported, although you lose a certain amount of detail in the process. What I'll have to do is bake the color, normal, and specular maps onto a 1x1 plane and then export those. They'll be limited by resolution, and they won't tile. The procedural texture can of course be extracted from the .blend file. :)
...and some piles of gold coins, rendered in Blender.
http://opengameart.org/content/isometric-gold-coin-piles
Pages