I would love to see DIGIMON MODELS for ut2004! Especially ones like gatomon, lobomon, guilmon and veemon, others, like the cuter ones, aka terriermon/lopmon or caluhmon would be fun to headshot to watch their phathetically cute corpses hit the floor and DIE, just to gib again with a flak cannon or something.
Replies
that guy is currently manufacturing ut2k4 models of both Renamon and Rouge (from sonic adventure series). been following it for a while simply because it sounds like a neat concept to kill something like that. (heheh, playing as rouge and killing people with jiggling jubblies....:D). anyway, he hasnt updated in a little while, but its something to watch for.
Anyways, that's great to hear! Can't wait for it to get done!
http://www.deviantart.com/deviation/10502792/
Comparison:
Sion, using the map blend celshader (mine) and Kid, using OCN's multiply shader.
EDIT: Before I forget, the map blender doesn' work on every system AFAIK. Ralf's (from Skin City) comp can't handle it but Sledgy's does (makes me wonder what card Sledgy has?).
Basically, instead of using a greyscale cubemap that is dark where you want the shadows to go and multiplied with the diffuse map, the cubemap is an alpha texture (I drew one myself but I can post it if you want) put into the "mask" slot of the combiner with the combiner set to "blend using mask alpha" and a light and dark version of the diffuse map in the two texture channels.
Additionally, I'd recommend that instead of slapping the combiner on the model, you mount the combiner into the self-illumination slot of a "shader" material (leaving all other slots on the shader empty) to prevent the lighting from interfering with your celshading (after all, the celshader is supposed to supply the lighting).
You have more control over the dark colors on the model now, akin to using a ramp shader.
Shadertree:
a one quick question. What are the altertations you made to
body d? did you just darken it? or is there more to it than that?
I'll put up the cubemap when I find the time.
But I have run into a problem. My sader tree is a mess. Well it has a bunch of red boxes then down in the self ilum channel I have the combiner with all the things I need for your cell shade look, but above and below that are the other channles. Is this going to interfear with the shader in anyway? and if so how do I clean it up? This is the first time I have taken a modle this far into Uted.
As soon as I get some FTP access I will post a pic.
update: Well after much time spent checking everything I found one little problem in the combiner that was preventing the dual shade look. Imagine having to tell it to use the cube alpha for shading... Anyway due to the way her legs are formed she may call for custom animaions. But anyway to give you some idea how things are going click the pic for a bigger one.
KDR- your system kicks ass. If you don't feel like writing a tutorial for it I would be more than happy to do it. This is just something that I am sure alot of people would like to use.
You might be able to rig her to the alien skeleton if you don't want to do custom animations.
I tried writing a tutorial but I didn't know what to write, I'd be happy if you could do that.
http://ravenworks.deviantart.com/
read his "journal entry"
http://ravenworks.deviantart.com/
[/ QUOTE ]
Bleh, 2k3
Keep up the good work!
[ QUOTE ]
He says it will be completely finished and released during the christmas break. so likely by or before january.
[/ QUOTE ]
If you mean January of this year then it's been far too long, unless he is going to release it nest year's January or became ultra busy with something and had to delay.