Devlog from Jeffd
Jeffd has posted a new Devlog on the Pirates of The Burning Sea website. In this log Jeff talks about some of his recent work on the visuals for sail damage.
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Sail Damage
It’s been some time since my last dev-log. Some great news recently, though: I have received a new, faster machine, a 2.13 gHz dual processor with 2GB of RAM and an NVIDIA GeForce 5950 Ultra. I now can have multiple instances of Maya open at the same time along with Photoshop and the game running in the background, and the machine just keeps grinding. The folks here at Flying Lab get us the best of the best.
One of the tasks I have been working on has been sail damage. I began researching online, thumbing through many of our books and checking out many of the classic illustrations for sail damage from our library. I also was able to watch Master of Commander looking for cool tears and rips in the sails. Seeing how there are many different types of shot, I thought it would be cool to have a smorgasbord of sail damage. Bar, expanding, round, sliding shot, chain shot, jointed bar shot etc. The shader we are using for the sails supports multiple textures applied to sail geometry, to create a very unique look. The sail damage has two textures to help create the look. The first layer is a large 2 bit alpha (black and white). Below is the 2 bit alpha, this punches the holes in the sails. What you're seeing here are eight progressive versions of sail damage, four each on two rows; we apply each version in sequence as the sail takes more damage.
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