I thought that I use your camo texture. it's 1024x1024 and I've already enlarge it to 2048 size. I could increase the pattern size more, will look.Jorzi wrote:As for the camo looking noisy, I usually use a two-shades pattern with larger spots to avoid that.
I'm still searching for a better replacement idea of the glass windshield. The solid color doesn't look good either. May be an armored look will suite better, need some tests.Jorzi wrote:Do you have any special plans for the windshield? I know "blue for glass" looks fake, but I guess we don't have that many other options. Some subtle gradients help a bit.
Why ingame objects shouldn't reflect? Many of them are made from metal. In campaign 2 we have rainy weather, so they have to reflect any lights in any cases. Or do you mean the glass reflection?Jorzi wrote:I've been thinking that we could probably try to use some static angular map for a mirror-like reflection (without reflecting any actual ingame objects), which could help the situation a bit (something like this)
btw, If we use the fact that all the tanks are droids and unmanned, so the truck's cabin is not a usual cabin, it's the part that protect a super computer that manages the process of construction. I don't think that to build a hi-tech factory from debris using an unknown laser-gravity lights (or whatever wz's truck shoots from horns) is a simple task.
Also, when I was modelling the truck's horns, the main idea was that it mills debris into a dusty construction material, then sprays it from horns.
P.S. "armored" cabin