64 stock ships rotated to 40 facings
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
I make the mask by rendering it. I place a black texture on the mesh and then change the background to white. Render and invert the image to get a perfect mask. I then merge the frames and finally reduce the colours from 24bit to 8bit.
Does this mean change the textures of the entire model to black, and render the model on a white background?digdug wrote:I place a black texture on the mesh and then change the background to white.
Download and Play in 1.9 beta 1...
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Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
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- digdug
- Fleet Admiral
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- Location: Decoding hieroglyphics on Tan-Ru-Dorem
yes, and turn off the lights in the rendering scene and you get a perfect mask 
[EDIT]
I have to admit that recently I have been using a feature in Bryce that automatically make masks. But the method I just described works in any 3D software.

[EDIT]
I have to admit that recently I have been using a feature in Bryce that automatically make masks. But the method I just described works in any 3D software.
This sounds confusing. After I load the model, I need to...
1) Change all textures to black so that model appears as a silhouette.
2) Remove all lights (point and background?)
3) Render all-black model on white background.
1) Change all textures to black so that model appears as a silhouette.
2) Remove all lights (point and background?)
3) Render all-black model on white background.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
sorry, I'm not a real expert in 3D graphics.
However you just described exactly what I do.


However you just described exactly what I do.
Then at the end invert the final image so that you get a white ship mask on black background.1) Change all textures to black so that model appears as a silhouette.
2) Remove all lights (point and background?)
3) Render all-black model on white background.

- Attachments
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- finished rendering the model
- maskmaking1.png (352.48 KiB) Viewed 4549 times
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- apply a black texture to the whole ship
- maskmaking2.png (145.53 KiB) Viewed 4549 times
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- change background to white
- maskmaking3.png (272.55 KiB) Viewed 4549 times
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- render the mask
- maskmaking4.png (226.42 KiB) Viewed 4549 times
Thanks. This confirms what I suspected. Also...
Does this mean convert from RGB mode to grayscale?digdug wrote:finally reduce the colours from 24bit to 8bit.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
- Aury
- Fleet Admiral
- Posts: 5510
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
I just skip making sepparate mask renders and simply render a single png with transparency, which I then use my spritesheet assembler to generate the ship image and the mask for it.
(shpOrder gPlayership 'barrelRoll)
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
To digdug: How did you apply the Oracus logo on the ship model? Did you use materials or something else?
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
I used a single texture with 2 layers.
Bryce allows to build textures with up to 3 layers, as you can see, I'm using the penitent logo over the stained metal texture. (I'm also using the darksteel plate for bump mapping, so that the large image looks better)
The stained metal is applied parametrically and autoscaled, while the logo is applied as "object top". I needed to tweak a bit the size and position of the logo to get it right.
About the other settings, I just made it specular and metallic, so that it's bright and shiny and there is also 5% ambient light so that the shadows are not completely black but they are slightly dark grey.
Bryce allows to build textures with up to 3 layers, as you can see, I'm using the penitent logo over the stained metal texture. (I'm also using the darksteel plate for bump mapping, so that the large image looks better)
The stained metal is applied parametrically and autoscaled, while the logo is applied as "object top". I needed to tweak a bit the size and position of the logo to get it right.
About the other settings, I just made it specular and metallic, so that it's bright and shiny and there is also 5% ambient light so that the shadows are not completely black but they are slightly dark grey.
- Attachments
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- multilayer texture.jpg (141.93 KiB) Viewed 4525 times