Hey guys, so to start, I'm going to post an album of all the materials I used, along with (soon) two finalized in-game videos of my Outworld Devourer horns cosmetic.
But first some reference numbers.
Mask1 - Red: The glow effect will occur at even 4 points above pure black (for best results use a buffer of 5-9 for compression). I'm not going to give anything away, but I plan to abuse this fact in my armor piece coming up.
Mask1 - Blue: I found that using a RGB value of (48-48-48) I was able to replicate the shine on the head without mis-matching the base colors (which is not included in the download files). Note that this is not an exact number, but is close enough that you should be fine. I would imagine you have about +/- (8-10) in this figure, but Your Mileage May Vary!
Mask2 - Red: The Specular intensity for this mask basically determines the power/strength of the blue edgeglow you can see easily in any shot of his body. Any white value higher than 200 is visible, with 236 being barely a pixel or two thick. For best results, go for broke with pure white.
Mask2 - Green: Here also affects the edge-lighting, but for this one go with pure white (no midtones) where you want it. I attempted a full-white layer here though, and it isn't a good idea. Try to only have it on spots that you want to yeild a slight blue radiance.
Sidenote: the Edge effect is prominent on OD throughout the model due to the high number of surfaces which are near-parallel to the viewer's eye in the zoomed-out view. For maximum blue aura, I reccomend using surfaces which are not super-steep (like mine), and instead try to angle it so that you view as many parallels as possible while playing.
My materials with an ingame shot:
http://imgur.com/a/HRgtM
[ame="
http://www.youtube.com/watch?v=6RaGh53eKjw"]http://www.youtube.com/watch?v=6RaGh53eKjw[/ame]
And I will paste some pics of my in-progress base armor and wing design later tonight!
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