Pandicarus! He's a giant panda who, whilst grazing for bamboo, stumbled upon a magical wind laden spear. Now he flys around stabbin foes in the name of the motherland!
Still fuxing with the proportions, kinda going for the feel from the two pig dudes from the onimusha 3 trailer.
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Looking good, keep it up.
Added som greaves:
diggin the boots.
Proxyin ma panda:
worst pun ever
LampRabbit: a bunch, just proxy for the high poly really
TeriyakiStyle: just polygons right now
working on a fur shader in unreal to hopefully give him a soft look, we can do our renders in-engine right?
and the fur shader is rad
and like this entry.. and the weapon is realy cool
rawr.
You can only use the pre-built shaders included with UT3. You cannot use Unreal Editor to build a custom shader
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where is this rule written down? I would think if anything you should be allowed to use only custom shaders if you made them yourself.
oh btw cool panda-man did he get his sky Iron armor from the polar bear in the golden compass? lol jk
Lol, just kiddin, I like it. You gonna give him some shoulder protection?
- BoBo
EvanG: I havn't seen Golden Compass but I am aware of the polar bear, I figure if they can do a serious bear then so can I.
WickedFingers: Don't know about the shoulder protction just yet. I think too many characters these days have huge shoulders, how do they move?
Soccerman18: Thanks!
Here's what Mr. Fred has to say on the business of shaders:
I am sure whatever you end up using, should be fine, but bare in mind, if you create undetailed texture sheets and let your shaders do all the work,this will only hurt your entry during judging because texture sheets arealso judged. Yes, this is a game competition, but it's also an art compwhere painting skills does matter. Whichever route you decide to take, good luck.If you need anything else, just let me know:)
Cheers- Fred
I guess then it's kind of a loose rule.
Here's a little update with some goodies:
I made the material with a max script I wrote a while back that we've found pretty usefull at work. It looks at your model and colors the vertexes according to their angle making the edges white and the crevaces black. By pluging in a gradient ramp you can do some interesting falloff things. It shows up in the viewport and works with render to texture.
Give it a try:
Find Edges Script
Pretty sure I've already clarified it, but here we go again.
For this comp, to the judges it has seemed that there are a select few people who understand shader creation, while the vast majority does not. So while shader creation is a part of modern games, we are not allowing it for this comp. Only pre existing shaders are allowed, no manually constructing ones. The only thing allowed is subbing out the texture maps with your own, which is a simple concept to understand. Take out the existing normal map, put in your own, take out the existing specular map, put in your own, etc. You are not allowed to add a fresnel node, or a ramp, or anything else that wasn't there.
Again, this is slightly arbitrary, but after the various contest organizers have discussed it, this is the compromise we've all decided on. Next year will most likely allow more shader leeway, but this year it will not.
Node based shader creation consists of any package where you're constructing a shader out of nodes. UE3, maya, Max, etc. You can only use the shaders that these programs come with standard, and then insert your maps directly where they go. In some packages this might look like node creation, but if it's only to change your normal map for the one it shipped with, this is allowed.
I suggest people find the engine from the brief they most like the lighting and shaders from, and use that engine.
http://www.gameartisans.org/forums/showthread.php?t=2171&page=18&highlight=unreal+3+shader
so I hope this works out ok for you and you can find some useful shaders.
I love pandas, you are awesome.
I suggest people find the engine from the brief they most like the lighting and shaders from, and use that engine.
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so no one would pick U3 even though its allowed, as you can't tweak any shaders without going into the nodes, but you can tweak dozens of properties in crysis shaders, so i guess it would be quite a good idea to take look into crysis' sandbox
I Like the sword too, but the worn out gold parts are looking a little cheap, dunno maybe the final texture and specualrity will fix it, but right now it's looking way to generic
I know this is not the place to state it, but I am extremely frustrated with the "no custom shader" rules as well. Yes I understand painting is the priority, but why not back it up with some awesome shaders? If people are going to find engines with obscure shaders that look cool, why not write your own? Aren't people without the obscure engines / shaders at a disadvantage now?
Anyway -- awesome sculpts and texture/shader work Can't wait to see more!
richkid: I put the people hands on him so he could better hold his spear, I might try sume stubbier fingers or something though.
Davision3D: If I can get it translated over to UT3 then I'll release it.
finished his spear:
If I can get it translated over to UT3 then I'll release it.
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That would be great
I dig this entry for sure
Btw, I agree with richkid about the hands :"the only things buggin me are the hands. you havnt changed any anatomy on him except tossed human hands on him. i would go back and make them more bear like. or change some other things so we know he isnt just a panda"
Can't wait to see how your UT3 shader is done
Little update: gauntlets!
As some of you may know Brawl came out today so I dunno how much more work I'll get done this weekend
I'm gonna keep the human hands, If there were panda hands on there I think it would detract from the heroic aspect of him, or the emotional investability or something like that, and I won't have to think up some way for him to hold his spear with bear hands. I'll chok it up to part of his artifact's powers is that it gives him perfect man hands under sexy gauntlets.