This is much to the chagrin of many artists who feel that while metal/roughness is more realistic, it also is limiting to doing things that are outside of what's considered "realistic". There is no proper support for going outside the box, like with artificial interference paints that flip to their complementary colors when the light shifts, like used on the 8 foot Connie model.
Yeah, my problem isn't not knowing how the original was painted, but more of how to replicate the look with Unreal's shading model. My problem currently is not being able to have a separate diffuse color and a separate specular color like I'd have with a specular/gloss shader. Ideally, I'd have a duller/grayer diffuse value and a more colorful specular value for when the light hits it just right. With Unreal's metal/rough shading model, one color value drives both. So if I up the saturation of the colors too far, the ship has sort of a clownish look even when the light isn't bouncing off the surface. I have the saturation of the colored panels set very very low right now so as to combat this, but this means that even when the light hits it, the colors don't really pop like they should. This is one of those rare moments where Unreal 4's shading model is failing me. Apparently, the Unity and Crytek engines have options for both shading models, but I don't think migrating my project to Unity at this point would be worth the trouble. So I may just have to live with my Aztec details looking slightly off. Sigh. I'd almost rather make the textures so the ship appears duller like in TWOK and beyond.Beautiful.
Hard to tell if you are doing it, but one thing a lot of people doing the aztec-ing fail to realize is the paint is actually pearlescent whites and a bunch of variations were made with just a few drops of color mixed into each. In this photo you put on Flickr you can see the various colors there: easily at least a half-dozen, especially if you look at it full-res. That's a big part of the "look".
Ahh that's insightful. I thought I noticed the nacelle grilles being a shade of dark purple and textured them as such, but wasn't sure if this was due to them just appearing purplish in some of the reference photos of the model.And, of course, the nacelle grilles. As I recall, the glow from inside is blue, similar to the deflector at warp, but the grilles themselves have a purplish cast, which is why the glow color looks more purplish.
I've found a lot of good reference for good-quality pearlescent paint jobs as well, but like I said above, my problem is more not being able to replicate that pearlescence in Unreal. Either way, I'd be glad to see them if you can find them.I’ve found a couple of physical models out there with excellent pearlescent paint jobs. I’ll see if I can dig them up. They really go a long way to achieve the original TMP look.
I wanna keep tweaking until you have nothing else to say about the textures then!!Whatever else I may say about the textures, you NAILED the inboard nacelle glow. As overboard as later Trek may have gone with glowey bits, those TMP lights were just NEAT.
Yeah, I just re-read that and it sounded inaccurately bitchy.I wanna keep tweaking until you have nothing else to say about the textures then!!![]()
I'm actually using a base white of 230. It appears grayer because of my lighting setup and because I've given my base coat a slight metallic value to blend better with the Aztec.Looking good! One thing to note is that the base color of the ship is white, not gray. I'm using RGB 220 as base value for mine. Can't go 255 as that just causes over exposure.
Thank you, Michael. I really appreciate that. I tend to get down on my work when I can't manipulate things exactly to my liking, but sometimes I need to take a step back and see it as a whole rather than the smaller part that's bothering me.I'm afraid I won't be able to add anything to the shop talk, but that I think your model looks just gorgeous, @Donny! Quite clearly you are equally good with exteriors as you are with interiors.![]()
I am! I dunno when I'll work out those details but I've taken preliminary steps to do so.Looks great. Would be cool if you built a saucer separation mode into your game model.
I am! I dunno when I'll work out those details but I've taken steps to do so.
ALMOST finished the Aztec on the nacelles last night, but hit a snag with the diagonal pattern near the aft end so I'll have to finish it up tonight.
Yeah, I've got to work out how I'm going to map that section. I thought I was in the clear last night approaching the finish line for the Aztec pattern, and then realized that those diagonal stripes were not mapping like I thought they would. Alas, I was too tired to stay up another hour to figure it out.You know, as I started working on that part last night, I also hit some problems. Not sure if they are the same. I mapped that part in a cylindrical shape so I was getting a lot of distortion. In the end, tri planar mapping saved me there.
Found a whole thread about it over on HobbyTalk. They really hit it out of the park with that paint job.I've found a lot of good reference for good-quality pearlescent paint jobs as well, but like I said above, my problem is more not being able to replicate that pearlescence in Unreal. Either way, I'd be glad to see them if you can find them.
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