this is no heavy lighting and this would be a game with over 100 models in view at the same time.. then I don’t think you will think "ohh.. that ones lighting does not seems 100% ok.." often you don’t notes the lighting on that small details if you not playing a game maid in indoor areas like in doom3... try to apply this texture to a model (not that I think it matches that good on any model right now ;D ) and it will look like the scarves in the metal actually are small scarves... nothing more.. And the lighting on the "window" are maid just so that you don’t need a alpha map and don’t need 2 models with one transparent and no shadier to make it look like a window.. it is not perfect now.. But it can be used ... especially in a Strategy game... and if I get more time than one hour I can probably make something better than this…
I always fail lighting on my models when I don’t use normalmaping... it gives life to more details.. Often you can calculate from witch directions the light most often comes from and then even create small shadows... and if there for one reason is an light from beneath the model then it is often very "SHARP" (there is no reason to have an that special lighting if it is no reason to it and then you often wants the one who sees it to notes it) and then overruns all other light shadows painted on the skin.. and if there just is an explosion then the light comes and goes that quick that you don’t have the time to think of it.. But yah.. This skin is probably not perfect.. ^^ .. I will have to put it on to a model to see how it works... i never really maid a spaceship before.. and i think that i can get mush better on the way ...

A low polygon model like those often used to strategy games does not have that good lighting on its own because of the low polycount and then need some helps on some parts ..


__________________________________________________ / Gafgar The Goblin... http://www.Goblinsoftware.tk/