been working on a sky rendering system. The clue is to make it work on "crap hardware"(tm). So no pixel shaders are used, and it runs in a single pass on Geforce3
It allows lots of runtime tweakables (cloud brightness, sunsize, suncolor, cloud color). The day/night cycle is done with a 2d texture, as well as the clouds and sun shapes, so a lot can be modified.
Once proper day/night system is setup and a small demo scene, it will be part of the next luxinia release.
Photos for the hair base, and shells with alpha for the moustache. For some reason I messed with the eye shader badly, still need to adjust that. Also... he looks a bit like Johny Haliday, an ultra famous french singer. And I don't really want that!!
Teknik those turtles look so kick ass it's not even funny any more!
Any plans on animating them? Some flips and what not, like in that trailer x) (or releasing a sdk so that somebody *caugh* else could give it a go?)
odium that looks too much like its only the color component of a color/normal/spec shader. If it's the only map you're going to use, I'd add way more lighting and surface definition.
Am I the only one who thinks 75% of all ninja turtle fan art on the internet looks more interesting that whats in the teaser trailer for the upcoming cg movie?
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long time viewer, first time poster. This is a model i've been working on for a friend's game...It about 2500 tri's even though it looks quite low poly...This is one of my first peices, so please critique the hell out of it!
CulBoji, fun look but those ID numbers are wayyyy too bright and saturated right now. Bring them down so they are a lot more subtle. Also consider interrupting them (like scratches over the decal or paint).
A cube of sorts, subdivided and in the basic shape of a skull.
IBXL: This head seems to have some of the same problems as the last, i think its a bit too long, and similar problem with lips, need to rework the way they blend into the face i think. The top lip also looks larger than the bottom. I think the cheekbone is a bit too low. Do you have concepts/references for this girl?
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Eagle: good to see you post something, you already know my thought on this chick, finish her. "push it to the limit"...hahahahahaa.......Raouss.
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Haha, cheers man. Gonna WIP it, WIP it, real hard...
Hi there, this is a model i've been working on for a Crysis mod. I'm building the hires model now with traditional modeling and a whole lot of sculpting in Blender.
Had some time to finish the lowpoly of the mp40, using doom3's hybrid tangent normalmaps (which unfortunatly i can't seem to AA successfully atm)
More shots of untextured lowpoly here - http://www.svartberg.com/wip/mp40_lp.html
Shots of highpoly here - More shots of lowpoly here - http://www.svartberg.com/wip/mp40.html
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JIS, is that new shader available for download?
H0pe it's not for the Blizzard contest ;D
closeup:
I think I'll have to add another edge loop arround the cheeks.
Otherwise, nice work.
man those tekken 6 screens look like ass! TOO SHINEY!!
been working on a sky rendering system. The clue is to make it work on "crap hardware"(tm). So no pixel shaders are used, and it runs in a single pass on Geforce3
It allows lots of runtime tweakables (cloud brightness, sunsize, suncolor, cloud color). The day/night cycle is done with a 2d texture, as well as the clouds and sun shapes, so a lot can be modified.
Once proper day/night system is setup and a small demo scene, it will be part of the next luxinia release.
Photos for the hair base, and shells with alpha for the moustache. For some reason I messed with the eye shader badly, still need to adjust that. Also... he looks a bit like Johny Haliday, an ultra famous french singer. And I don't really want that!!
Nearly done with these guys, just gotta do the rest of their weapons.
Any plans on animating them? Some flips and what not, like in that trailer x) (or releasing a sdk so that somebody *caugh* else could give it a go?)
Some stuff i've doing; it's meant to be a real character from a movie... cookie for who guess:
long time viewer, first time poster. This is a model i've been working on for a friend's game...It about 2500 tri's even though it looks quite low poly...This is one of my first peices, so please critique the hell out of it!
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post some wireframes
wish me luck!
uhhh...that?
Are you going to have a full fleet?
Fin.
I guess not too bad for a first try, and having only spent a couple hours on it.
Yeah.
based on anyone? if so i think i know who, if not, then it bears a resemblance to someone...
I´m gonna turn him into a thief/asassin character when I´m done. :]
IBXL: This head seems to have some of the same problems as the last, i think its a bit too long, and similar problem with lips, need to rework the way they blend into the face i think. The top lip also looks larger than the bottom. I think the cheekbone is a bit too low. Do you have concepts/references for this girl?
some zbrushing, I just bumped the polycount high so it would render good I'm still at level 3 or 4.
Few crits: Thinner legs, thiner and longer neck, bigger hands, improve mouth. Don't forget the gloves!
Eagle: good to see you post something, you already know my thought on this chick, finish her. "push it to the limit"...hahahahahaa.......Raouss.
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Haha, cheers man. Gonna WIP it, WIP it, real hard...
My first model from top to bottom, crits please
The body is still rough, lots more work to do
More shots of untextured lowpoly here - http://www.svartberg.com/wip/mp40_lp.html
Shots of highpoly here - More shots of lowpoly here - http://www.svartberg.com/wip/mp40.html
Oh and hi Xenon, or should i say Option