Besiege

Besiege

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Nameless Glass Skin Pack
 
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File Size
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39.625 MB
Sep 11, 2016 @ 6:55pm
Jun 15, 2017 @ 12:35am
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Nameless Glass Skin Pack

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In 1 collection by Dudeman
Tony Ganner's Besiege Workshop
7 items
Description
This pack utilises manually set Normals of vertices in the geometry, with several different methods, to manipulate the standard Besiege shaders, of blocks using this skin pack, to appear reflective and refractive, on a basic level.

It has just begun development, but is 2/3 complete.
Some blocks are simply re-skinned with minor, or no adjustments, to the original models.
I plan to remodel at-least 80% of them, and get every block worth doing done.
Shouldn't take long.
Popular Discussions View All (1)
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Sep 13, 2016 @ 11:37pm
Requests
Dudeman
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52 Comments
砚虫Stardust Jul 17, 2018 @ 12:06am 
AWESOME!
Hope the armours especially the metal plates can be see through in the near future!
Metal blade,flaming ball,boulder,propellers and wing.
Dudeman  [author] May 15, 2018 @ 5:23am 
Sorry mate. Best I could do would be one sided see through, other side reflective, but I haven't done that to any of these blocks. Maybe if people make a list of things they want with this effect, I can make a new pack one afternoon to give people more what they're looking for. I'd imagine this will involve windscreens & windows. All suggestions are welcome! :)
Revyn May 4, 2018 @ 9:11am 
nope, sadly it isn't.
Revyn May 4, 2018 @ 9:07am 
is it see through? Hard to see on the screenshots
JCUDOS Apr 7, 2018 @ 4:52am 
Thanks a lot Dude!
Dudeman  [author] Apr 6, 2018 @ 10:16pm 
Ah wait, you already did that, with the wheel hubs! Good stuff! :)
Dudeman  [author] Apr 6, 2018 @ 10:08pm 
(TLDR: Try Vertex Normals going the opposite way to Face Normals)
Dudeman  [author] Apr 6, 2018 @ 10:07pm 
Nice work dude! I love the layered effects especially in the headlight. Gives a way more realistic refraction look from the side.
One more trick though, and if you check out models in the glass pack like the Spike, Wooden Blocks, Baloon, Ball Joint (only the ball), you may have noticed a similar effect even though you're not seeing backfaces. Trick here is to Lock your Vertex Normals facing in, so the light reats to the surface as though it's facing that way, but then Reverse Face Normals, so the one-sided poly renders effectively inside out, rather than seeing inside the model :P
That said, the effect on that propeller looks incredible anyway! But that also might be an interesting model to try that on :)
JCUDOS Apr 5, 2018 @ 7:06pm 
Thanks! Here, the green propeller in that skinpack was the first time I used it https://steamcommunity.com/sharedfiles/filedetails/?id=1208693606
and I used it more recently on the wheel rim and armor plates in that skin pack
https://steamcommunity.com/sharedfiles/filedetails/?id=1295630956

I'll be using it a lot in the future to de glossy stuff. Like a whole glossy metal pack would be nice.
Dudeman  [author] Apr 5, 2018 @ 5:53pm 
Wuhayyyyy!!! Finally! Kudos to you JCUDOS! You're the first other person to do it that I know of! :)
Link me up with your skinpacks with it, would love to see your work!