The side texture of the Gravity Unit now orients upside-down relative to how it was previously; is this intentional? The same is true of the Jump Drive Module though that is more subtle.
The new textures really show an incredible amount of work. The specular maps are especially impressive!
Thanks for this. Potentially yes... but i have to double check. We've been trying to squash the last of the texture coordinate bugs (like
T68 texture faces need to be flipped or rotated) so i either made an error in the new coords, or should of rotated the actual textures to coincide with the new correct orientations.
Thanks for the kind words.
Hey
kupu,
I think artistically you did a great job with the new textures. The power aux really feels like its about ready to explode, all of the textures are cleaner and easier to look at. I'm not sure I expected the change to the more cartoony even from you screen shots. I was hoping you could comment on that, and personally there are two blocks that I don't agree with the changes on and I was looking for some insight maybe why they changed. Those two blocks are the Rail Mass Enhancer and the top of the scanner antenneas.
Two good questions.
A few have noted a more "cartoon" or "less realistic" approach. I did anticipate some comment on this too.
As
Shadow2Lead mentioned, i currently don't believe pursuing anything more realistic than what we have now would work within
our voxel environment. It's not a rash decision either. Starmade over it's 4+ years has seen more texture styles than it has birthdays, each trying new things, building upon the former.
Having realistic, hard sci fi computer screens and systems would be cool, but only because hard sci fi computer screens and systems are cool in themselves. They're not going to look right in the wider world of Starmade. It won't look right next to Dave now, or later. Flora will forever look like it's in the wrong game, terrain will repeat far to frequently and at 216² pixels per 1 meter face in-game, it will probably look like a noisy photo. There are quite a lot of knock on effects which are countered with upping the fidelity of other / all assets, but that won't be good for performance in a game where efficient scaling is crucial.
Funnily enough, the new texture is close to what i originally aimed for with the Default 1.0 set. I just wasn't good enough to make it happen. I think the first image i posted of it showcases that a little.
In summary, the juxtaposition of cubes and upcoming low poly models with attempted realistic textures would be far to harsh to find immersive in my opinion. It may even make it harder to apply the full range of blocks on any ship style.
With all that said, i'm not stubborn. It's a difficult balancing act, with room for improvement i'm sure. So once we're all acclimatised to the changes, as usual i will be looking for feedback to better the set. Once received, we can spitball alterations.
Hey
kupu
The scanner antenna's had a sweet cross pattern that made a fantastic floor, and the current top is nice as well but its less industrial and more sci-fi I suppose. The rail mass enhancer though... Granted these might be personal but I was using them as structural elements as well as some sort of moving element in many places. Where the movement was a little sub-duded and I liked that since it was behind a mesh within the texture. It could really give an area some depth with out a lot of blocks. The current block no longer does that, and I really miss it. I can provide screen shots if you like.
Yea, pretty cool pattern, think the conduit shared it too. Always thought it was a shame you had to place a conduit or scanner in that one orientation to obtain it though right? I love that people use blocks as a multi purpose decorative option, but something like a diamond metal flooring should probably be added as a decorative panel. Not on top of a scanner array. Now is a good time to make those steps forward.
On the enhancers; While i can appreciate the change may have compromised it's specific visual use in a build, i'm wary to alter it to be more in keeping with the old. The old texture was one i actually began to hate for a variety of reasons. While changes are not off limits, i would very much doubt it would be in the direction of the old one.
Did the nice galaxy graphic from the astrotech module just get removed, or was it moved to somewhere else? It was a nice detail for various bridge type interior rooms.
Also, I love the way the darker and lighter rail and rail rotators blend together at the seam, any chance of the different grey hulls getting their seams to blend the same way?
Yea, the astrotech now has a barrel similar to other weapon outputs. I think in terms of recognising a blocks general function at a glance this works better by grouping outputs together a little more cohesively.
As i mentioned previously, it's great to see a double use out of a block, but this one really wasn't something i would preserve.
It's way beyond the intended use, to a point where i think your simply making the best use out of a poor texture. Sorry for removing a bit of your bridge!
Hulls may actually get another pass. This is something i'll be sure to remember, along with the previous discussions on hull improvements a few pages back.