I actually thought about doing that... I already imbedded an alpha to have the ashes flaking off at the ends... I'm just sorta tired of the thing
I sent it off to ya if you wanna play with it, if not I might get back to workin on it later... next week is my last week of college...EVER! so ill have some time after that
MAUL0r: Looking good! Yours looks very clean & neat. Mine is extra messy as I only spent about 30 mins or so on it.
Great minds think alike I guess! Either that or Im completely unoriginal as every time I do something, somebody else does nearly the exact same thing a week later...
Heh, in fact almost exactly a week as well, as I posted this in bobo's challenge thread on the 24th!
That's weird! I didn't see anything like mine except maybe ElysiumGX's which was noticeably a different idea than mine. What thread did you post it on? cause I've only been following this thread in regards to this character.
but like you say, great minds think alike! I guess the main difference with mine is that I gave his lower half a different texture... I originally was going more for a burning wood look than the molten rock look that you've got. I'm just not very good at making a clear distinction between ashed wood and rocks...
Gah, heh ... he doesn't have a specular map on it.
Often the "plastic" or "shrinkwrapped" look you're talking about, comes from misuse of specular mapping, or from a low quality lighting model in the game engine. It has very little to do with the normal-maps themselves.
Take a look at Battlefield 2 or Half-Life 2 for how to use normal-maps correctly ... basically as long as the specular is believable and the lighting has a good level of ambience (from diffuse cubemaps for example), then the normal-map will look fine.
A lot of people make the mistake of assuming that somehow a normal-map makes things look like plastic.
Bit of a change of direction, I saved out the other one before i started beating on it, but i like this better. Spent a bit of time on it tonight, will finish it tomorrow.=)
Tin, here is a quick realtime turnaround. Sorry for the crap host, but hey its free And I'm done with the diffuse and spec job. That's one dirty demon with smooth horns.
We should make a group picture now that so many skins are ready!
that's pretty damn hot pior, i'm going to have to try that method out even tho the thought of it makes me cringe You diffuse looks really cool but It definatly looks like it could use some more dettail to make the eyes and such stand out.
I started to play around with him as well seeing at how awesome all the results so far have been. (This thread kicks ass btw!) I got this far before the new cgchat contest started, so I doubt I'll finish him. 2 hours work so far (I'm really slow at texturing).
Oh cool, i expected there to be some nasty artifacts from the low poly's smoothing but it dosent look too bad with diffuse on, hardly noticable it would seem. Did you somehow paint something to compensate for that? If you did you're fucking nuts beyond nuts buddy. FIX THE SEAMS FRENCHIE!
Depending on what shader you use, a plain low poly model can look completely smooth on the surface, with no indication of the poly lines or verts beyond the silhouette chunkiness. It's a true per pixel shading of the low poly. I don't know the math behind it, but when using a hand painted normal map with that base shader, it will only show the perfectly smooth surface plus the added detail from the painted normal. Works well. I'm not saying this is the case in the screenshot, but depending on the shader he used, it could be.
pretty simple really poop,gourad shaders take color at each vertex and avrage them over the edges between polygons... this makes the lines visible... Phong shader on the other hand takes the NORMAL at each vertex and avrages THAT between each line, therefore it is technically a "normal map" but just a perfectly smooth one.
A little update. Slowly painting little bits. I realized while doing this that i have about a 30 minute attention span for game art at home when im not being paid for it. True story. haha
Replies
Tons of great skins in this thread.
I love it! So original and fun
realy nice stuff everyone.. !
- BoBo
Very nice work Johny. I've really liked your work lately. Great job! Change your avatar. It's a bit of a let down compared to your game art.
- BoBo
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Yea no kidding I agree.
avatar = the lose.
I'm done workin on it for now, still not sure if I like it though...
That or try turing the horns into hot smoke that trails away, and the base of them mini volcanos
I sent it off to ya if you wanna play with it, if not I might get back to workin on it later... next week is my last week of college...EVER! so ill have some time after that
Great minds think alike I guess! Either that or Im completely unoriginal as every time I do something, somebody else does nearly the exact same thing a week later...
Heh, in fact almost exactly a week as well, as I posted this in bobo's challenge thread on the 24th!
but like you say, great minds think alike! I guess the main difference with mine is that I gave his lower half a different texture... I originally was going more for a burning wood look than the molten rock look that you've got. I'm just not very good at making a clear distinction between ashed wood and rocks...
...I posted this in bobo's challenge thread on the 24th!
[/ QUOTE ]
Also a very important distinction between yours and mine is that you actually finished yours! heheh Thats a skill I've yet to master.
I'd call that nextgen for the poor
...but good
pior is CRAZY!
...but good
[/ QUOTE ]
He may be crazy, but damn, that looks alot less "shrinkwrapped" than most of the normalmaps I see.
Often the "plastic" or "shrinkwrapped" look you're talking about, comes from misuse of specular mapping, or from a low quality lighting model in the game engine. It has very little to do with the normal-maps themselves.
Take a look at Battlefield 2 or Half-Life 2 for how to use normal-maps correctly ... basically as long as the specular is believable and the lighting has a good level of ambience (from diffuse cubemaps for example), then the normal-map will look fine.
A lot of people make the mistake of assuming that somehow a normal-map makes things look like plastic.
/rant
pior
great!=)
Redid this one:
Calling it done for the normal and bump. I stole per's presentation but centered like a noob, haha.
Oops forgot I still have a diffuse to do
seriously, make a little mini tutorial on painting normals like that.
really.
do it.
(pleeeeease)
Bit of a change of direction, I saved out the other one before i started beating on it, but i like this better. Spent a bit of time on it tonight, will finish it tomorrow.=)
are all french crazy!??! AAAAAAAAAAAAAAAAAAAAAAAAAH
looks great though
My WIP:
and here is perspective
thanks bobo for a cool model
Tin, here is a quick realtime turnaround. Sorry for the crap host, but hey its free And I'm done with the diffuse and spec job. That's one dirty demon with smooth horns.
We should make a group picture now that so many skins are ready!
First post, still tuning my texturing techniques. Any tips would be appreciated. This was fun though. Great model BoBo :]
Little more fun work:
pior thats cool if slightly pyscho
Still very nicely done.
You've definiately been eating too many frogs...
bam
A little update. Slowly painting little bits. I realized while doing this that i have about a 30 minute attention span for game art at home when im not being paid for it. True story. haha