I just wanted to give you guys a quick update. Today I started working on implementing nebulas. You know, the green magical interstellar stuff that somehow prevents shields from working. That thing.
So, I have created a Perlin noise shader (billowed style) that will generate and animate the nebula texture map in real time. Then I imported the nebula outlines that I created last year in Adobe Illustrator for my SF1 map into 3DS Max. In 3DS Max I am doing the work of turning those outlines into 3D models, and vertex painting the edges so they fade out. This process will take me a couple of days – there are around 40 or so separate nebulas in the game. But, here’s a preview of what has been done so far!