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Characters for ut2007

Hello everyone,
My name is Thomas aka MacTom27.

I am new here and decided to join this forum full of talents. smile.gif
I started to use 3ds Max in February. And I have made many characters skins and models for ut2004.

So in this thread I will post the preview of my characters for Unreal Tournament 2007.

Here we go :

Skaarj Hybrid female :
femaleskhcj1.th.jpg
femalesskhiv6.th.jpg
For this model I am using mental ray with :
- A diplacement map
- A bump map
- The skin texture
Model is about 6000 polys.

Xeltan ( a Xan clone):
xeltanmkvzt9.th.jpg
untitled1sw6.th.jpg
For this one :
5500 polys
Bump maps with the skin texture
Also the art work for him here :
http://img268.imageshack.us/my.php?image=xanmkiv2ma0.jpg

I have created normal maps, unfortunatly my video card cannot display them properly.

Anyway please give me some criticisms to help me to get them better.Thanks in advance.

Replies

  • Cybroxide
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    Cybroxide polycounter lvl 17
    Looks pretty cool man, Like the skaarj girl but I think you could do a bit more with the eyes. Also (and someone with better knowledge please correct me if I'm wrong) I don't think that UT2k7 Supports displacement maps. Ive heard it supports Virtual Displacement maps but I'm not exactly clear if thats any different from paralax mapping. Good work though.
  • Jarrod1937
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    Jarrod1937 polycounter lvl 15
    [ QUOTE ]
    Looks pretty cool man, Like the skaarj girl but I think you could do a bit more with the eyes. Also (and someone with better knowledge please correct me if I'm wrong) I don't think that UT2k7 Supports displacement maps. Ive heard it supports Virtual Displacement maps but I'm not exactly clear if thats any different from paralax mapping. Good work though.

    [/ QUOTE ]
    virtual displacement is just another name for parallax mapping, however parallax mapping tends to swim arouhnd on deformable meshes... so its not ideal for characters.
    as for regular displacement mapping... doesn't it require actual polys to displace? therefore it probably isn't what the engine is using, its probably supporting parallax/virtual displacement.
  • Cybroxide
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    Cybroxide polycounter lvl 17
    I figured that. Ive messed very little with parralax mapping and I've noticed swimming on stationary objects as well. Do you think its worth using cause I could imagine it requires more power than just normal mapping?
  • Jarrod1937
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    Jarrod1937 polycounter lvl 15
    [ QUOTE ]
    I figured that. Ive messed very little with parralax mapping and I've noticed swimming on stationary objects as well. Do you think its worth using cause I could imagine it requires more power than just normal mapping?

    [/ QUOTE ]
    well, my latest level uses it very heavely, almost the entire level uses it, but then again my engine support shader lod so that when the view gets so far it'll start using normal mapping at a distance and parallax in close views. that and we are giving the player the ability to fallback to plain normal mapping if they want.
    so it is very useful since it looks freaking sweet on cavern rock, but just be sure to have a fallback system in place because parallax is heavy on rendering.
  • MacTom27
    Thanx for the comments.

    Agreed for the eyes of the skaarj girl.

    Well I know that Diplacement maps are too heavy for use in game and also rendering.
    As soon as I get a decent computer I will replace them with normal maps.
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