Just finished up my Showdown entry, so I figured I'd do some pimpin'.
I chose Dante Alighieri as the historical figure I wanted to make a fighting game character out of. And since I thought it'd be funny, I made him into a Jersey Shore-style guido douchebag.
12,082 triangles (including effects)
Diffuse, normal, specular + alpha channel gloss
1024x1024 for head textures
2048x1024 for body textures
512x512 for effects textures
Special move:
Secondary render:
Stance:
Construction:
Textures:
Now that I've finished with everything, I packed the final product up and you can download the model and textures! Hit the image to download it, and don't be shy about sharing it around. You can also download the high-poly sculpt from
here.
Replies
Only crit i'd say is the stitching on his crotch is a bit wonky.
Nice work!
That stance pose is crazaaai
you should animate him a taunt like this
Love your work, Swizzle And thanks for uploading it to the WAYWO thread so I could get a closer look.
love his bro-beam!
I keep thinking popeye every time I see those forearms
What is that he's got written on his back? "WHITE GUELPH"?
guelphs and ghibellins were 2 factions in Florence at the time and guelphs where divided in 2 more groups called whites and blacks... dante was a white guelph
Also epic job on this one!
MrNinjutsu:
Every time I look at this now, I just see the wonky crotch stitches. Dammit!
Jackablade:
Yep! As Fnitrox mentioned, Dante was a member of the White Guelphs.
Now that I've finished with everything, I packed the final product up and you can download the model and textures! Hit the image to download it, and don't be shy about sharing it around. You can also download the high-poly sculpt from here.
I wanted to download it but the text on the image makes me feel dirty
I just had to download the sdk the picture is so.... hypnotic
Nailed it!
Appealing and disturbing, so I assume the goal is accomplished . Probably my favorite entry!
That's the specular map. The values control how bright the specular highlights are, the color controls the highlight color, and the alpha channel controls how sharp they are.
The skin is blue because I shifted the hues 180 degrees in Photoshop. By shifting the hue, it's possible to make the skin look more natural than if I did greyscale or the same hue. A cool specular highlight, when applied to a warm tone such as you'd see in the skin, will tend to neutralize the colors and make the highlight feel like it's an actual reflective sheen instead of some sort of weird skin-colored hotspot.
Since I don't have the texture resolution to put extremely fine normal map detail in the skin for pores and bumps, I added noise to the spec map to simulate how light reflects off the surface of tight, tanned, oiled skin.
Adding noise in the alpha channel of the specular map let me control how sharp my specular highlights were. This helps simulate moist and dry areas of the skin by putting sharper highlights in random locations, making it seem like those spots are glossier or have beads of sweat.
Fascinating. I knew a grayscale map could be used to control specular highlight intensity, but I didn't know RGB values in a spec map could be used to control the highlight color. Is that an industry standard feature for all game engines and modeling programs, or is that a unique function to a specific program?
Learn something new every day!