JavaScript is required to use Bungie.net

サービスに関する通知
明日、Destiny 2 はメンテナンスのため、一時的にオフラインになります。@BungieHelp で更新情報を確認してください。

Destiny 2

Destiny 2 について話し合おう
Muffincupにより編集済み: 11/30/2020 2:13:29 AM
3

Shaders are not properly represented in tumbnails

I see alot of cool shaders, until I equip them. Each one has 4 distinct colors, but there are many shaders, 3 new ones I'll mention in particular: gilded smoke, gilded frost, and shattered sky. These are some solid color palettes... Until you place them on the armor. Example. Gilded smoke has no gold color, yet when previewed, somehow it places gold on the weapons, and not a speck of blue on most armor, while turning other armor all brown, why? There are many more examples. Why create shaders that don't adhere to the specific displayed color palette or pattern between all armor and weapons? If I'm seeing 4 colors of gray, blue, white, graphite, then those are the colors I expect to see present, not brown. It should be easy to designate them accordingly: Top: primary metals/textures Right: primary fabrics/textures Bottom: secondary metals/textures Left: secondary fabrics/textures Or something to a specific effect like that and designed to be a universal fit for all armors, where, as a player I can look and identify where all the colors belong. So what's Bungie logic behind this? Because its all kind of doing whatever it wants and seems broken. That example is even a good way to set it up. I feel like having pre designed textures and colors like that would even make armor design better, because it gives a predetermined palette to form a creation, while still giving all the freedom of form to build.

投稿言語:

 

マナーを守りましょう。投稿する前に、Bungie の行為規範を確認してください。 キャンセル 編集 ファイアチームを作る 投稿

トピック全体を表示
このコンテンツはご覧いただけません。
;
preload icon
preload icon
preload icon