Thanks.The latest Around the Verse. Here's a video with just the constellation clips:
https://youtu.be/SY2ATSVUvxA
Thanks.The latest Around the Verse. Here's a video with just the constellation clips:
https://youtu.be/SY2ATSVUvxA
Here's some quick texture variations for the black part along with some general changes to the surface's smoothness and reflectivity where needed.
That's exactly what I thought too. Granite / stars would be sweet.I'm kinda partial to that granite one. The blackness looks like it's speckled with stars, it's kind of cool.
I like the granite one, but i think it would look better if it had a polished look to it.Here's some quick texture variations for the black part along with some general changes to the surface's smoothness and reflectivity where needed.
I'll do a veined marble to contrast with the speckled granite tonight. As far as environment maps and lighting goes, right now everything is lit with a very basic 3 light setup with no environment/world map being reflected. The "lights" (really emmisive planes) aren't set to be particularly bright and are arranged to avoid glare spots. The one exception to that is the main light at the lower right. With a highly reflective surface for the black part it'll have a solid white tilted rectangle in the corner.Edit initially said marbled black granite, but it's actually just black marble for the look I was thinking of.
Maybe use a sparse star field as an environment map (or just a few distant point light sources I guess)? Wouldn't want this huge flash reflection of course.
I like the granite one, but i think it would look better if it had a polished look to it.
I'll do a veined marble to contrast with the speckled granite tonight. As far as environment maps and lighting goes, right now everything is lit with a very basic 3 light setup with no environment/world map being reflected. The "lights" (really emmisive planes) aren't set to be particularly bright and are arranged to avoid glare spots. The one exception to that is the main light at the lower right. With a highly reflective surface for the black part it'll have a solid white tilted rectangle in the corner.
Also, getting the feel of being lit by star light to some extent was one of the original end goals, but whether I'll be able to do that with my lack of skills remains to be seen lol.
Looking at them now, the speckled granite will probably work out better I think - the veins would wind up creating funny-looking lines on the icon when it was shrunk down for list views. No harm in trying it out though.
Regarding the "lit by stars" feel, I'd say try making the background pure black and then put a bunch of intense point light sources far behind the viewer, toward the bottom so they're actually reflected in the granite (but not the gold), then maybe tweak the surface properties to see if you prefer more mirror-like reflections or a bit more diffusion.
That looks so amazing, so much detail, can't wait to see mine at 2 to 5 fps in my hangar!
Makes me even more pumped for my other ships!
Thanks.
I was going to suggest that, but then i edited my post last night. Looking forward to seeing it.I'll do a veined marble to contrast with the speckled granite tonight.
Ahhh. Sorry.It is glossy, but not a mirror level polish. A highly reflective surface would actually look worse with the lighting setup as it'd create a glare spot as mentioned above. I don't want to move lights and change brightness levels between samples to keep the comparisons fair.
That said, a super reflective surface wouldn't be the best anyhow. The gold is already quite mirrored and care has been taken with the lighting to not get glare spots. Making the whole thing into a polished surfaces would make lighting that much more finicky. Plus having contrast between the top and bottom's reflectivity is more visually interesting than having the whole thing be equally shiny IMO.
Posting to take a breath from the Paris awfulness. RIP
The resolution and distance which those shadow maps are rendering is quite unreal. I wonder how they are doing it...
After testing a number of textures that were less than flattering, I managed to get this version which has the veins, but isn't overly busy and has a nice solid blackness outside of the veins.I was going to suggest that, but then i edited my post last night. Looking forward to seeing it.
Right trigger: forward strafe (analog)
- second stage click: Boost
Left trigger: backward strafe (analog)
- second stage click: nothing yet
Right bumper: primary fire
Left bumper: secondary fire
Grip triggers: roll (digital)
Left touchpad: d-pad (target selection, etc)
Left stick: horizontal+vertical strafe (analog)
Right touchpad: mouse (trackball mode) for pitch+yaw
Gyro: fine mouse control while right pad is touched
After testing a number of textures that were less than flattering, I managed to get this version which has the veins, but isn't overly busy and has a nice solid blackness outside of the veins.
]
The resolution and distance which those shadow maps are rendering is quite unreal. I wonder how they are doing it...
As it happens, this is a longstanding CryEngine feature we've re-activated and have some plans for. It's basically a 4k shadow map that's rendered once and kept around for as long as necessary. Downside: Nothing can move in it (at least for now). Upside: You only draw it once.
At the moment there can only be one alive at a time, but it boxes around the feature in question (in this case the space station) rather than around the player so you get decent stable shadows there. When you get closer the standard shadow cascades kick in to give you up-close detail.
This is my favorite of the bunch.
Yeah, that's a shame.After testing a number of textures that were less than flattering, I managed to get this version which has the veins, but isn't overly busy and has a nice solid blackness outside of the veins.
I'm not sure how I feel about it. The white veins are striking, but because of that they compete with the zig zag for the eye's attention and reduce the "pop" of it.
This my favourite one.Another aspect of the granite is that by scaling the texture, you can kind of change the scope of the star field illusion. Scaling the texture down results in more numerous, but smaller flecks. (Which I prefer in this case.)
I saw a developer mention exactly this on the front page:
https://forums.robertsspaceindustries.com/discussion/comment/5905505/#Comment_5905505
Is there a way to maybe give the gold some impoerfection, like a slight brushed metalic look?
Maybe I'm weird, but I think I still like the gold with no effects, and the black-and-white granite, better than any of those.
An intentional macro level imperfection like a brushed metal effect would look odd as we're dealing with a polished metal as the target. That said, it is possible to give the surface imperfections in other ways that retain a polished look. One would be to keep the surface itself polished, but make the surface as a whole appear less than flat as if there were casting imperfections.
Another would be to keep the surface perfectly flat, but apply damage like hairline scratches to it (soft metals scratch easily).
Finally, you can combine these approaches and have a slightly deformed surface that also has micro level imperfections.
Edit: The flat spot on the left side finally bugged me enough to fix it, so this is the first render to not have it.
These are rendered with the granite version that most people liked, but with the color restored instead of being B&W. Also, the effects in the gold are quick and dirty with strength higher than would be ideal to exaggerate the end result. This is less a material choice though, and more of a final touches sort of thing and I'm not going to spend a lot of time on minor things like that right now.
Brushed metal is my fav.
Granite makes me feel like I'm looking at a kitchen counter or bathroom countertop. Maybe even walking into a high end bank or hotel.
Metal seems more "space sim" and sleek to me.
Just my 2 cents.
The kind of fun part about this is you could technically make one of these in real life. Even the emissive nature of the center. Get a cloudy glass disc, insert it between the two hollow halves that have LEDs embedded in them. The LED's light will scatter through the glass and emit from the visible part of the zig zag.
And here's a version that mixes the red, blue, and monochrome versions: (Inspired by Raticus's posted deep field image.)
I think you should take the granite from the first pic, and the gold from the second pic and then combine them, and that would be perfect.Re-render of the brushed metal version with slightly worn gold top.
I guess the biggest problem with the brushed metal thing (aside from no cool stars) is that the metal gives the effect of unintentional color banding, which can be an annoying thing in games. Just mental association for me.Kind of funny you mention that, because the "high end bank or hotel" isn't too far off from the location it'll be sitting at. Given the "Foundation" aspect of the backronym "Galactic Advancement Foundation", I imagine this as being something that you'd see at the HQ. Rocks like marble and granite are used quite often in sculpture work, so it seems at home there as much as any other material.
I do like the brushed metal look myself, though it's probably because most of my electronics are housed in anodized brushed aluminum. It'd certainly make more sense than granite for something that you'd carry around. Perhaps a token to prove membership in the foundation?
Re-render of the brushed metal version with slightly worn gold top.
The kind of fun part about this is you could technically make one of these in real life. Even the emissive nature of the center. Get a cloudy glass disc, insert it between the two hollow halves that have LEDs embedded in them. The LED's light will scatter through the glass and emit from the visible part of the zig zag.
I guess the biggest problem with the brushed metal thing (aside from no cool stars) is that the metal gives the effect of unintentional color banding, which can be an annoying thing in games. Just mental association for me.
Monday, November 16th
- [1500 PST / 2300 UTC] 10 for the Chairman: Episode 70
Tuesday, November 17th
- Jump Point Rerun
Wednesday, November 18th
- Vault Update
- [1500 PST / 2300 UTC] Bugsmashers: Episode 15
Thursday, November 19th
- [1100 PST / 1900 UTC] Star Citizen Anniversary Livestream - http://www.twitch.tv/starcitizen
- Design Post: Repair Systems
Friday, November 20th
- [1100 PST / 1900 UTC] Reverse the Verse: The Community Team's Weekly Livestream - http://www.twitch.tv/cigcommunity
- Weekly Development Update: Week of November 20th
- Jump Point: Issue 3-11
So what do you guys think they will show off during the live stream? Procedural gen? Voxel asteroids? Multi-crew damage? FPS?
CR's Corvette collection?
Warning facebook link.
Zero-G animation driven ragdoll physics in eva mode.
https://www.facebook.com/215475438505750/videos/943769532343000/
Warning facebook link.
Zero-G animation driven ragdoll physics in eva mode.
https://www.facebook.com/215475438505750/videos/943769532343000/
those weapon swap animations look very smooth, hope to see more zero G during the stream
So what do you guys think they will show off during the live stream? Procedural gen? Voxel asteroids? Multi-crew damage? FPS?
CR's Corvette collection?
So what do you guys think they will show off during the live stream? Procedural gen? Voxel asteroids? Multi-crew damage? FPS?
CR's Corvette collection?
Thursday fuck! Why is it always a day when i'm not home?
Ps. I'm personally counting on the second cutscene with Bishop.
Hopefully the improved Morrow tour video.
That's my guess as well. Maybe a WIP version of the planetary entry / landing sequence? They are both things they've already shown in one form or another, so an update seems well within expectations.