Thanks Dundradal! The dirtiness and wear on a given spacecraft will be determined on a per-spacecraft basis in engine. It's a similar system to the decals I showed earlier on the Bengal. Anyhow - since this guy will be used as a confed transport as well, there's no real reason the textures need to be really dirty by default.
Without giving too much away from my ideas - the basic plot will involve the main character initiallly going out to seek revenge for something, but through the course of the game, his motivations and thoughts will be changed by the people he encounters.
Sure. The basic idea that I use is that the materials in MAX can be as complex as they need to be in order to get the object looking good. I will use whatever combination of materials and textures required to get a decent looking ship. One resource I use is www.cgtextures.com - there are some wonderful grime and wear textures on that site.Howard at another topic you said you use some kind of procedural mapping in max to get a used look. Could you explain that a little bit?
I've started on something that should be familiar to any SWC fans out there - the SWC Drayman! Of course, we already have a drayman, so this will be called something else. still it's kinda cool to see it.
I've started on something that should be familiar to any SWC fans out there - the SWC Drayman! Of course, we already have a drayman, so this will be called something else.
Why not call them both the Drayman?