JKMakowka - after seeing your stuff I downloaded that game engine and although it seems to support normal mapping for environments, I didn't see any normal mapped characters - could you enlighten me please
My stuff? "Richard Kain" is working on a Sauerbraten mod
But I think I can answer that question too. Normal mapped characters arn't supported by sauerbraten yet, and I really think that the character format support (it just got a working md3 support... used to be md2 only) is the biggest downfall of the otherwise really quite nice engine. It is a planned feature though, but it doesn't seem to be a high priority one
Actaully, I think Sauerbraten supports normal maps. It allows for specifying advanced shaders, and several of the default packages it comes with have normal maps in them. (for the level textures) I don't know if it supports normal maps for models though. I will have to test that. Also, I'm not sure if it supports dynamic lighting + normal maps. Having static normal maps in conjunction with pre-baked lighting is much different from having a normal mapped animated character walking with dynamic lights and shadows.
And yes, its kind of a bummer that it only supports MD3 and MD2 files at the moment. MD3s are just fine for static objects, its what I'm using right now, and I haven't had any problems. But the animations will be much more limited if I try to make anything more complex. I would really prefer Ogre's .mesh format. Still, you have to work with what you have.
looking nice diffa, bit of a jak and daxter feel to it
oglemeanimations - coming along but a few things I noticed.
The grout in the brickworks has a really thick horizontal band which repeats down the wall - looks a bit odd
The windows don't seem to be recessed, like they are pictures hanging on gallery wall
Neeed some variation in colour, everything is very uniform. perhaps some dirt overlays too.
lighting needs work. Its as though the scene is lit indoors and the lights themselves are completely dark
Anyway here is the result of my tests today that I was discussing with MoP and others in 2&3D discussion
15 mins zbrushing, 1hour in max setting up the damn smoothing groups and re doing the uvs
Heya Ruz, all things noted, pretty much all of which I'm aware of, everything is in more of a placeholder state right now, probably too early to post in hindsight. All those things you mentioned will be fixed by the next post. Thanks for the comments.
mvelasquez: I like the textures so far, reminds me of a crab shell.
Hi, im pretty new to this forum, or actually i read it for a while but posted only one time... heres a character i finished in the past days...
4982 tris and 2048er maps... i hope i can finish the weapons soon ...
Obson U were inspired by team fortress2?? Looks decent.
Diffa I love the style, I've been always weak for that twisted cartoon style U are showing us. Can't wait to see texture.
still some things to do, glasses need to be smaller, the lower lip and ching have to move a bit forward, the areea between the eyebrows has to be smoother etc.
Replies
But I think I can answer that question too. Normal mapped characters arn't supported by sauerbraten yet, and I really think that the character format support (it just got a working md3 support... used to be md2 only) is the biggest downfall of the otherwise really quite nice engine. It is a planned feature though, but it doesn't seem to be a high priority one
And yes, its kind of a bummer that it only supports MD3 and MD2 files at the moment. MD3s are just fine for static objects, its what I'm using right now, and I haven't had any problems. But the animations will be much more limited if I try to make anything more complex. I would really prefer Ogre's .mesh format. Still, you have to work with what you have.
yesh its a shame about the characters or I would be using it too.
oglemeanimations - coming along but a few things I noticed.
The grout in the brickworks has a really thick horizontal band which repeats down the wall - looks a bit odd
The windows don't seem to be recessed, like they are pictures hanging on gallery wall
Neeed some variation in colour, everything is very uniform. perhaps some dirt overlays too.
lighting needs work. Its as though the scene is lit indoors and the lights themselves are completely dark
Anyway here is the result of my tests today that I was discussing with MoP and others in 2&3D discussion
15 mins zbrushing, 1hour in max setting up the damn smoothing groups and re doing the uvs
mvelasquez: I like the textures so far, reminds me of a crab shell.
Ogle - great start on that scene.
(arsh's baseman, of course )
finally done. wont put anymore details.lol
Rota
nice folds on the pants
4982 tris and 2048er maps... i hope i can finish the weapons soon ...
Hair to do~~~
Diffa I love the style, I've been always weak for that twisted cartoon style U are showing us. Can't wait to see texture.
wip
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Fan-fucking-tastic man!
Although his thumbs look a tad wonky to me.
Im in love with this programm!
and the base:
Preview of a long belated project. Doing final, higher quality renders atm. Turnaround to come.
Is it for game usage, or just for rendering purposes?
Here's my gun ;D
e/
Anybody know what kind of polycount a pistol would have in a game like crysis? Or any next-gen game for that matter.
Ichigo from bleach, uhhh, yeah. Only a bust, not really bothered to complete it though
still some things to do, glasses need to be smaller, the lower lip and ching have to move a bit forward, the areea between the eyebrows has to be smoother etc.
Like the head design
Just some stuff for a personal project im working on.
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Badass.
RobG you are rockin that art direction!