And to make things easier or worse Black would be a nice base color or if you can do it a bit of a carbon look. But you're the designer so it's your call.
I can handle the conversion to dxt formats myself aslong as you don't use anything higher then ps cs4. They need specific conversions with a set amount of mipmaps and all.
well i use cs2 dont know how well doing a skin will be just yet lol will see what i can come up with i am off work on tuesday so that will be the day i work on them
Take your time mate. These skins are pretty detailed. Luckely they're layerred which makes working with them a lot easier.
I've actually given it a try and even i could make a skin which worked just fine. The problem is it looks like shit since i'm a bad designer if i wasn't my biggest hobby projects would be going WAY smoother.
Anyway if you ever feel like wasting more of your free time doing artwork and design let me know. Like i said before i have two hobby projects which both use a lot of artwork( and much more, like models, textures etc). All artwork needs to be royalty free or owned by someone who i can easily deal with. This because if all goes well this should be turned into a commercial project and anyone involved would keep rights to his own work and with that the right to get royalty fees. To be a bit more specific, i'm working on a 2d gameengine aswell as a 3d gameengine.
The 2d editing tools are in a alpha state atm. This means i have a fully functional mapeditor and a complete character editor with animation support. Here's a screenshot of the editor in it's alpha state: screenshot here's a screenie of the new mapeditor i started working on recently(not finished yet) New mapeditor in progress
The 3d engine has been in development now for over a year and is still growing every week. It currently has close to 500.000k lines of code and is extremely streamlined towards performance. It' based on directx 10.1 and uses some of the latest features available. It can be fully used on PC and partially used on XBox( no network MMO support and less graphic power).
The physics engine is being developed sepperatly also by myself and is based on a oommercially used physics engine seen in a lot of games on the market these days. However it is less powerfull then most current physics engines on pc(it has no GPU support yet) but on XBOX still shows more performance then any available open source physics engine and supports both particle aswell as rigid body physics and can easily be extended due to it's extensions framework.
Here's an already older overview of the engine objects: Overview As you can see this already has a lot of objects and this doesn't even have the serverside of things
well cs2 ain't bad mate it just misses some functions and hardware support. The only reason i got cs4 is because i do game programming and need to handle textures and stuff a lot(which is easier and a bit faster with hardware support) The skin looked a bit weird at the bumpers( they didn't continue) so i thought adding the carbon to the bumper could be a real life reason why it is that way. But the positioning of the "zombie" is just awesome on the car mate, great skin.