right now, not i'll have to find a way to do that without having it flickering all the time, wish i could bend it over the surface more though and right now it's way to heavy, i'm using 2 textures with r, g and b channels as masks, so i'm using like 6 inputs to get the shading, so i'll do the whole thing with one texture with r, g, b and a as masks
That's really cool, and I don't know much about shaders or what is possible, but you could make it have an outline as well as lines where the contrast between the shading is high enough
SEKNeox: I like the look of that! What are you previewing that texture in? I did one a bit like it, but set it up in Maya with a planar projection constrained to the camera to make it look more flat. (cgfx in maya viewport)
@neoshroomish: a light colored outline is part of the rest of the shader, this is just a test for the shading to get a look thats pretty different from what TF2 has shown
well i can't seem to find a way to scale the uvs on screensize/distance without nasty flickering and it appears that there is no way to import an image like dds with premade mipmaps so i could remnove stronkes and make them thicker with each mipmap level
Banged out the head for a portfolio piece today in a few hours after a few false starts over the past few days. I'll be working on the rest of the body soon.
new member for my UT3 Rodents faction
It slightly changes his color, but it stays greyish and there is a glowing moving effect under his skin. The eyes can be changed with the goggles parts from none to white eyes.
SEKNeox : That last one looks great. If you could get it to "boil" a little, I can see a really nice coloured-pencil animation effect coming out of that. You know the kind of thing, "the Snowman" etc.
SEKNeox : That last one looks great. If you could get it to "boil" a little, I can see a really nice coloured-pencil animation effect coming out of that. You know the kind of thing, "the Snowman" etc.
sorry i'm either stupid or my english skills left me before i read this, but i can't get any information out of it what do you mean with boil and what's "the snowman"? sorry
SEKNeox, if you really cant get custom mipmaps to work, you could try manually blend between 2 or 3 different textures based on distance.
that's the plan, but i'm currently fighting through techpapers so this will have to wait a little
hawken : it is actually for a final fantasy alike game with static backgrounds and realtime low poly characters in flash using maxscript and actionscript.
progress on a level for my game (using rendered backgrounds like the old school PSX games):
I have had some time at work to do my own stuff, so I have been working on this guy for a few days. He's going be hanging from a wall in a ruin type environment, with a mellow waterfall coming out of his mouth. Max/Zbrush.
getting closer, but need a mask for several areas, cloth is looking cool, the hatches on the face needs to be toned down a bit, and then i'll need some static pencil strokes in the texture
it still has less instructions then a UT3 Character Shader :P
but ok i don't have any gameplay relevant nodes as i don't plan to have something like a biogun green glow
Holy crap SekNeox. I've seen some pretty complex shaders before, but that one is off the chart! LoL, very nice. And the asset itself is amazing. Well done sir.
ah i'm stupid as fuck when it goes to math and that stuff, so it's not as complex as it might look and as i said, the shaders on a normal >>multiplayer<< character of UT3 has more instructions then my shader, though i don't know what operations they use, they might be cheaper... a node that gives me a time value of how long the shader needs to calculate would be an awesome feature
Replies
@ivars: it's unreal 3
Been busy on this for the last week or so. Need to rework some bits and pieces.
He started off as a cop , but then I figured thats not really what I am interested in so he became more adventurer/archaeologist.
i might give hom some tools or a backpack perhaps?
- BoBo
SDK!!!!
(not for none of that nilly texturing, no I want to ANIMATE!)
Goddammit I cant post my current wip because its under NDA! atleast until I pass I think
I've got a long way to go.
not exactly what i wanted and only a closeup effect but i kinda like it
little update
I'm watching this with some interpretation. Would be perfect for re-creating final fantasy and so on.
new member for my UT3 Rodents faction
It slightly changes his color, but it stays greyish and there is a glowing moving effect under his skin. The eyes can be changed with the goggles parts from none to white eyes.
ha ha I though it looked more like me, but I am fatter
100% polymodeled in Wings3D. Arms are obviously not finished at all yet.
>;
sorry i'm either stupid or my english skills left me before i read this, but i can't get any information out of it what do you mean with boil and what's "the snowman"? sorry
that's the plan, but i'm currently fighting through techpapers so this will have to wait a little
whatever about a day of modeling, figured to show off
meh
progress on a level for my game (using rendered backgrounds like the old school PSX games):
Will release the mesh under the GPL and/or CC-by-SA tomorrow
getting closer, but need a mask for several areas, cloth is looking cool, the hatches on the face needs to be toned down a bit, and then i'll need some static pencil strokes in the texture
but ok i don't have any gameplay relevant nodes as i don't plan to have something like a biogun green glow
RESPECT !
SEKNeox -> Awesome character, I saw the previous wips on it and I really like the style. Shader awesome too!