Guns of Icarus Online

Guns of Icarus Online

War-Weary Welder
13 Comments
Tie-Poly  [author] 7 Jun, 2016 @ 10:25am 
Those are both good ideas, I'm a little bit busy with some other projects ATM but I'll try to find some time to look into it soon.
ProPyro 7 Jun, 2016 @ 10:03am 
I think this would work really well if you had an alternate version where the mask is flipped up and you can see your face.
|Banea3| OmegaBankyrie 7 Jun, 2016 @ 1:28am 
i Love it, cou you please do female version?
Roren 9 Jun, 2015 @ 8:09pm 
Smart people talk below.
Mr. Lambert 8 Jun, 2015 @ 7:41am 
FYI spec maps are supported, and stored in the alpha channel of the color map
Tie-Poly  [author] 7 Jun, 2015 @ 9:53pm 
You could always still post up your model anyway. The world can never have too many welding masks.

And yes, the textures are a bit too large. The 512*512 limit made the more subtle versions seem underwhelming esp when zoomed out. Perhaps, if I was better at uvmapping, I could pull it off.
Lindashee 7 Jun, 2015 @ 6:21am 
I was actually working on a welding mask myself, you beat me to it :). Looks good but the textures feel a tad large.
Tie-Poly  [author] 6 Jun, 2015 @ 7:47pm 
Welp, I did it, and tried to leave it as a developer comment; hopefully, they read that sort of thing.
Tie-Poly  [author] 6 Jun, 2015 @ 1:28pm 
I'd love to take your suggestions(and some other small changes), but I can't find a way to update my submitted content. Regardless, I'll try to update it later, just in case.
AIB 6 Jun, 2015 @ 1:17pm 
Firstly, you have an impeccable taste in headwear. Secondly, this is good but the normal map looks a little too deep for the stain marks under the eye piece. I would recommend maybe remaking a less intense normal map of that section and then placing that section over your pre-existing map, so all your scratches stay the same but the stains under the eyepiece don't look like they cut a full inch into the metal.
Tie-Poly  [author] 6 Jun, 2015 @ 12:46pm 
I don't think I actually have a specular map(except the default), and this is why the rust is a bit too shiny. When I submitted the file, I didn't know that the engine supported it, and so I tried to do a work-around.

It is the result of a greyscale copy overlaying on my diffuse layer, and incorporating my original diffuse texture into my normal map. This lets you control the perceived reflective properties, but it only really works on the areas where the darkened textures meet with the inlaid parts of the normal map. Of course, all the surfaces will still be reflective, but due to how normal maps and texture maps work, the results won't be as noticeable.

If you want to do it yourself, there are plugins for Photoshop, Gimp(free) and Paint.net(free) that will let you mess around with it. However, you will probably have to edit the image heavily(inverting/saturation/greyscale) to get a sane result.
Tie-Poly  [author] 6 Jun, 2015 @ 12:46pm 
A much easier way to create an actual specular map:
https://www.youtube.com/watch?v=EPs_fyeRewA

Your Pickelhaube was actually one of the first submissions I voted for, and I really did like the look of it.
A_Harmless_Fly 5 Jun, 2015 @ 9:30pm 
You have some of the best spectral maps I have seen, Do you do them by hand? What program do you use? Take a look at my content If you get an inkeling, I also use blender and other free programs.