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I'd say red for the interior of the bulwarks, and white belowdecks, like the bottom sides of the decks. I forgot to mention that the vertical head timbers should be the same color as the headrails as well. It looks great by the way! If you do end up making multiple paintschemes, I'd suggest making one of a nelson chequer or at least with yellow/ochre sides and trim, as that was the most common paintscheme in the heyday of the Leda class, especially in the Royal Navy. a yellow/ochre interior would also work with such a version. keep up the good work!Might do several different paintschemes on this ship then, I like this, but would also like to have an example with the strake carried forward to the bow, and perhaps even model the Trincomalee with her straight headrail. Maybe one with a buff strake too.
Not terribly important at this stage, but do you have any idea what the bulwarks and internal colors would have been?
Nope, sorry. I tried using a semi-transparent texture for the stern lights on my Rossiya model, but it just renders opaque in-game.Can PotC/CoAS handle semi-transparent materials?
Nope, sorry. I tried using a semi-transparent texture for the stern lights on my Rossiya model, but it just renders opaque in-game.
I like how your ship is turning out, by the way!
Did you also try making the material semi-transparent in Maya instead of attempting semi-transparency with an alpha map?Nope, sorry. I tried using a semi-transparent texture for the stern lights on my Rossiya model, but it just renders opaque in-game.
For the renders I made, and any screenshots taken from the Maya viewport, I did use a semi-transparent texture.I was looking at the Rossiya, trying to work out if you had used an almost completely transparent material or simply left the windows blank
I think so, but I'm not entirely sure. Either way, no extra material attributes seem to work, otherwise we could have specular maps for metallic objects etc.Did you also try making the material semi-transparent in Maya instead of attempting semi-transparency with an alpha map?
Perhaps Alex can do a quick experiment with that then? That's the method I always used back in the ancient days when I did some ship modeling for Virtual Sailor.I think so, but I'm not entirely sure. Either way, no extra material attributes seem to work, otherwise we could have specular maps for metallic objects etc.