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SKINs for Blender

Author
Neuntausend
Republic Military School
Minmatar Republic
#21 - 2015-09-30 22:59:03 UTC  |  Edited by: Neuntausend
I don't know what your lighting setup looks like, but it appears to be a bit too even. I use a studio HDRI map, a sun light and a "floor". If you don't want the floor to show, move it to a different render layer - it's just there to block the light coming from one side. I would also turn down the saturation on the colors.
Esnaelc Sin'led
Lonesome Capsuleer
#22 - 2015-09-30 23:28:48 UTC  |  Edited by: Esnaelc Sin'led
I'll try HDRi tomorrow, here's my last work on how a Blue Tiger Svipul would looks like. :D

http://i.imgur.com/pnYWSr9.png?1

May be my blue needs a little tweazk, but it's pretty close.
Gold on the other hand is not quite the good color, may be more orange-ish ?
Neuntausend
Republic Military School
Minmatar Republic
#23 - 2015-10-01 01:06:12 UTC  |  Edited by: Neuntausend
I think you are oversaturating the colours, to be honest. Ships in Eve are not all that colorful. If you want to recreate what's in the game, you can stay below 0.5 saturation for most things. For the gold, try #261F13 as diffuse and #B28847 as glossy.

Here's a sneak-peek at the new version: http://web149.mis12.de/gallery/editfile.php?file=1567
Edit - More Minmatar prettiness: http://web149.mis12.de/gallery/files/skinnew7.png

The textures for the panels are terrible, and I could not figure out where the "grid" texture for the panels is stored, so I substituted a procedural brick texture. Looks decent, if I say so myself.

But I will elaborate more on that tomorrow. It's 3 in the morning and I am a bit too tired. New version coming up soon, so stay tuned.

Edit: Here's a other thing, if you have not yet figured that out: For everything but shiny metal, make the specular color grey (saturation 0) and the value a bit lower than the diffuse.
Esnaelc Sin'led
Lonesome Capsuleer
#24 - 2015-10-01 15:47:18 UTC  |  Edited by: Esnaelc Sin'led
Did something funny again : http://i.imgur.com/PlPaeFI.png?1

Lightnings looks better, but for some part of the texture it doesn't really look quite good (yellow dots look too thivk).

About your 2nd Matar prettiness, it still looks too rubbish for my eyes.
Neuntausend
Republic Military School
Minmatar Republic
#25 - 2015-10-01 16:42:39 UTC
Do you mean "rubberish" or is it really that terrible?

Anyway, you will be able to plug in your own materials in the upcoming version, so you can make any material you want.
Esnaelc Sin'led
Lonesome Capsuleer
#26 - 2015-10-01 20:01:40 UTC
yeah i find them plastic-y or carton-y more than metalic.
But aside that, you're doin a great job to build those very usefull node tree.
Neuntausend
Republic Military School
Minmatar Republic
#27 - 2015-10-04 19:40:27 UTC
Op updated with new versions.
Annexe
I N E X T R E M I S
Tactical Narcotics Team
#28 - 2015-11-04 22:30:59 UTC
how would one go about applying a Quafe skin?

Annexe

ITAI - VIP

"i will pop your wreck with faction loot"

CPPC T'amber
Garoun Investment Bank
Gallente Federation
#29 - 2015-11-18 04:57:25 UTC  |  Edited by: CPPC T'amber
Most of the resource files are available in converted formats here:

Webgl CDN Resourceshttp://web.ccpgamescdn.com/ccpwgl/res.860161.json
Replace "res:/ " with "https://developers.eveonline.com/ccpwgl/assetpath/967762/"

All dds files are converted to pngs, where

  • 0 = High Quality
  • 1 = Medium Quality
  • 2 = Low Quality

ie. somefile.dds.0.png = High Quality version of the file.

Actual game assets are also available but I don't have the url at hand.
Annexe
I N E X T R E M I S
Tactical Narcotics Team
#30 - 2015-11-18 05:27:42 UTC
I'm sorry, I don't understand how this link works ^^

Annexe

ITAI - VIP

"i will pop your wreck with faction loot"

CPPC T'amber
Garoun Investment Bank
Gallente Federation
#31 - 2015-11-18 06:56:10 UTC  |  Edited by: CPPC T'amber
Annexe wrote:
I'm sorry, I don't understand how this link works ^^


It is a list of resource file locations on the CCPWGL CDN (CCP's WebGL Project content delivery network).
It is only really useful if you know what you are looking for, but in there are the graphic files for any ship presently ingame.

ie. like author's missing sail textures:

Tech 1 Sail Pattern resFilePath:
res:/dx9/model/ship/minmatar/decal/minmatar_sail_pattern_t1.dds.0.png

Tech 1 Sail Pattern webFilePath:
https://developers.eveonline.com/ccpwgl/assetpath/967762/dx9/model/ship/minmatar/decal/minmatar_sail_pattern_t1.dds.0.png


Tech 2a Sail Pattern resFilePath:
res:/dx9/model/ship/minmatar/decal/minmatar_sail_pattern_t2a_double.dds.0.png

Tech 2a Sail Pattern webFilePath:
https://developers.eveonline.com/ccpwgl/assetpath/967762/dx9/model/ship/minmatar/decal/minmatar_sail_pattern_t2a_double.dds.0.png


The CCPWGL graphic files are in .png format as it can't utalise .dds (which the client uses).
The links listed above are for maximum quality versions of the sail patterns, identified by the `0` in `.dds.0.png'


Hope that helps a little.
For interest sakes, do a quick search through that file for "minmatar_sail" and you might find a few more :)
Esnaelc Sin'led
Lonesome Capsuleer
#32 - 2015-11-18 21:40:52 UTC  |  Edited by: Esnaelc Sin'led
What's the difference going through this or through TriExporter ?
It doesn't seem to have a higher definition or quality, so why bother trying the match the url with the file path ?
Just export it via TriExporter !

Annexe wrote:
how would one go about applying a Quafe skin?


There are no "coloured" skin actually, there are "textures" on which you apply color, like painting.
But there are different type of texture, and the result won't be the same wether you use texture 1 (let's say, camo one) or texture 2 (let's say a regular one).
For instance as i tried to re-make the Blue Tiger skin, i had first to look and search the correct texture, and then apply the Blue color and yellow color, and then tweak the diffuse and glossy (or specular) to make it less or more shiny/reflective on the "plug and play" node : http://web149.mis12.de/gallery/files/standard_1.jpg.
IT turned out that it was nefantar who would brang (brung?) out minmatar ships' edges if ever you made them bringing out. (those goldish edges)
Then it's just a painting game to make whatever skin you wish, trying to re-make ingame ones, or your specific ones.

I had hopes CCP would give us an in game tool to make our own.
But € won. :P
So i'm dissipating my frustration playing with blender !
like those ones :D :
http://i.imgur.com/11E7CcB.jpg
CPPC T'amber
Garoun Investment Bank
Gallente Federation
#33 - 2015-11-19 05:17:57 UTC  |  Edited by: CPPC T'amber
Esnaelc Sin'led wrote:
What's the difference going through this or through TriExporter ?
It doesn't seem to have a higher definition or quality, so why bother trying the match the url with the file path ?
Just export it via TriExporter


They are the textures from ingame, and some people can't use triexporter. :)
Also, all the colours you need for any ship apart from the new designer ones are there, found in the spaceObjectFactory `data.red` file.

If you want to play around with painting ships using CCP's shaders, load a ship in www.caldariprimeponyclub.com and hit the `Jeremy` buttahn, then play around with the sliders at the bottom (the options should be familiar to you with your experience). Sorry for the interface, redoing the site as we speak.
Annexe
I N E X T R E M I S
Tactical Narcotics Team
#34 - 2015-11-19 06:10:04 UTC
so would the blender shaders plug-in also work with png files? I would assume not. So how would you go about applying colour to the png files?

Annexe

ITAI - VIP

"i will pop your wreck with faction loot"

Annexe
I N E X T R E M I S
Tactical Narcotics Team
#35 - 2015-11-19 06:14:12 UTC  |  Edited by: Annexe
Esnaelc Sin'led wrote:
What's the difference going through this or through TriExporter ?
It doesn't seem to have a higher definition or quality, so why bother trying the match the url with the file path ?
Just export it via TriExporter !



The other issue I've had is,

Using the Photoshop DDS plug in, I can open .dds files that were exported before triexporter stopped working on me (all I have is the Ares :P)

But when I save a .dds file from triexporter, Photoshop cannot open it as it says "it cannot parse the file", as if there is some file corruption or something.

So I'm assuming triexporter does some proper 'exporting' of the .dds files

EDIT: I just tried to open the .dds with Paint and it says "this file is not a dds format" haha

Annexe

ITAI - VIP

"i will pop your wreck with faction loot"

Esnaelc Sin'led
Lonesome Capsuleer
#36 - 2015-11-19 11:26:38 UTC  |  Edited by: Esnaelc Sin'led
Annexe wrote:
Esnaelc Sin'led wrote:
What's the difference going through this or through TriExporter ?
It doesn't seem to have a higher definition or quality, so why bother trying the match the url with the file path ?
Just export it via TriExporter !



The other issue I've had is,

Using the Photoshop DDS plug in, I can open .dds files that were exported before triexporter stopped working on me (all I have is the Ares :P)

But when I save a .dds file from triexporter, Photoshop cannot open it as it says "it cannot parse the file", as if there is some file corruption or something.

So I'm assuming triexporter does some proper 'exporting' of the .dds files

EDIT: I just tried to open the .dds with Paint and it says "this file is not a dds format" haha


try to rename the files with .dds extension, sometime it's saved without it, and photoshop can't open a file without an extension

CPPC T'amber wrote:
Esnaelc Sin'led wrote:
What's the difference going through this or through TriExporter ?
It doesn't seem to have a higher definition or quality, so why bother trying the match the url with the file path ?
Just export it via TriExporter


They are the textures from ingame, and some people can't use triexporter. :)
Also, all the colours you need for any ship apart from the new designer ones are there, found in the spaceObjectFactory `data.red` file.

If you want to play around with painting ships using CCP's shaders, load a ship in www.caldariprimeponyclub.com and hit the `Jeremy` buttahn, then play around with the sliders at the bottom (the options should be familiar to you with your experience). Sorry for the interface, redoing the site as we speak.


That's a wonderfull tool you got there !
GJ.
Too bad that we can't export the exact colours set-ups, lightings, nebulas and such.

It's kinda really hard to re-make the exact same 'ambiance' of the game in Blender.
Annexe
I N E X T R E M I S
Tactical Narcotics Team
#37 - 2015-11-19 13:58:44 UTC
yeh, I tried adding the .dds to the file name, nothing.

any chance someone could grab the .dds files for the daredevil (AngF2) for me?

Annexe

ITAI - VIP

"i will pop your wreck with faction loot"

Neuntausend
Republic Military School
Minmatar Republic
#38 - 2015-11-20 02:47:15 UTC  |  Edited by: Neuntausend
Annexe wrote:
so would the blender shaders plug-in also work with png files? I would assume not. So how would you go about applying colour to the png files?

If the .png files contain the same color channels as the .dds files, the node tree will work. The .dds files do also contain mipmaps, which are basically lower res versions of the image for level of detail scaling. Those aren't necessary for my shader. Any blender-readable image format should work.

Annexe wrote:
The other issue I've had is,

Using the Photoshop DDS plug in, I can open .dds files that were exported before triexporter stopped working on me (all I have is the Ares :P)

But when I save a .dds file from triexporter, Photoshop cannot open it as it says "it cannot parse the file", as if there is some file corruption or something.

So I'm assuming triexporter does some proper 'exporting' of the .dds files

EDIT: I just tried to open the .dds with Paint and it says "this file is not a dds format" haha

As for why Photoshop doesn't load the .dds files, I don't know. There's a .dds plugin for Gimp, and that one works for me.
Annexe
I N E X T R E M I S
Tactical Narcotics Team
#39 - 2015-11-20 05:15:45 UTC
the .png files do have channels, but not exactly the same as the .dds
the pmdg files are missing the alpha etc.

it's not an issue with photoshop, as I have the plug in and can open other previously saved .dds files, but the ones I try to save from my 'bugged' version of triexporter aren't saving correctly. Even tried to open in Paint.

Annexe

ITAI - VIP

"i will pop your wreck with faction loot"

Neuntausend
Republic Military School
Minmatar Republic
#40 - 2015-11-20 19:19:00 UTC  |  Edited by: Neuntausend
The PMDG file contains the paint mask in the red channel, the material mask in the green channel, the dirt mask in the blue channel and the glow mask in the alpha channel, so that one is definitely needed. If the alpha channel is pure white, your whole ship will glow.

Maybe it would help to delete TriExporter and grab a fresh version here: https://github.com/evem8/triexporter/releases

Make sure to also check "Download all the resource files" in the Eve launcher settings.
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