There was an Inside Star Citizen recently that talked about the Freelancer. Apparently, one of the team actually modelled a few hundred rivets on he ship, as opposed to baking them into the normals, so they used it as an example of how some of the ships needed to be reworked. Thought that was interesting that some of them are actually mortals that make real mistakes :)
@ephalanx14 ай бұрын
Yeah that was 12 years ago and they didn't have a established asset pipeline to work with. It came from the outsourced art company they contracted with at the time. The new more established pipeline was setup by Nathan Dearsly from the Alien Isolation game. He's the main art director for SQ42.
@sadboidex61064 ай бұрын
it would be so cool to see a series like this for cyberpunk 2077 ngl
@jeffdavies28244 ай бұрын
Great work, as usual! I look forward to the final results. Star Citizen has some great designers for sure. The interiors look lush and realistic.
@paulwebb3114 ай бұрын
Awesome. love those decals. Adds some great touches.
@ephalanx14 ай бұрын
@Markom3D, Yeah this pipeline has been in place for a long time now at least for SC assets. POM and smart normal decals are used all over the place. FYI FWN is highly used for the hard surface assets. FWN (Fully Weighted Normals) allows them to make the hard surface beveled edges look so clean and beveled nice. That way you can assign a material and not be so worried about the baking of edges and UV layout for a base asset part. Great for their hard surface pipeline.
@ajayhirur4 ай бұрын
nice.. so to make even simple spaceship it takes that much time..
@GealuGalu4 ай бұрын
sick
@arcadealchemist4 ай бұрын
what ships should have is "SOCKET" moduels with a default config (stock) but allow after market replacements of doors IAOs component housing pannles (to retrofit larger parts) like a lot of cool stuff if done right it will lower the ships overall but there is a bit of an issue with overlaying and dsync. idk