they look shorter on the photo, the 3d models look a bit stretched in their height. The first characters trouser in the picture appears to form a slight cone down to the feet, yours appears to go straight. Here is what I mean:
The uv map most likely can be mirrored and using overlapping UV shells to save texture space.
Thanks for the paintover renderhjs. I made the necessary and subtle but important changes to the mesh and started on the texture. Here's what I've got so far.
Haha cool...you know, you even matched the style of the original reference with that "more-swiggily-yet-still-tron-like" deal. Cool stuff man. Now just to give the illuminance!
So I know obviously we can't use normal maps but can we soften normals on the whole mesh? I don't mind either way but it makes a noticeable difference with how the specular map acts.
Yes, you are allowed to smooth the normals on the mesh. Having hard edges on your mesh so it looks all faceted would indeed give you undesireable results :P
Reading over the rules hawken specified, there was no mention of 100% illuminated colour maps. Specular maps are permitted as well, so I would assume the soft/hard edges would be somewhat relevant to get them to display right.
just take your glowing lines layer duplicate it and make it a lighter blue, put it at the top. Then take your original layer blur it, set it to screen and duplicate it a few times
Fucking brilliant. I've been banging my head against the wall of trying to get something going for the Dominance Warmups but I can't possibly ignore something this quickly gratifying. Worked like a charm.
I decided to get back to work on this before I miss the deadline. I'm thinking of making a DJ Hero-esque in-game shot. Stupidly enough I actually spent a minute or so wondering if/how I should go about labeling Daft Punk in this scene.
I'm digging this. I recommend experimenting with painting in some detail on the clothing (seams etc.) following the color of the glow. Take a look at the original photo, you can see their belts and stuff. Should really help bring them out from the dark background as well.
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The uv map most likely can be mirrored and using overlapping UV shells to save texture space.
Rigged, now I just need to work on the presentation.
Daft Punk in Tron is the best thing ever, and the models look great
just take your glowing lines layer duplicate it and make it a lighter blue, put it at the top. Then take your original layer blur it, set it to screen and duplicate it a few times
other than that it's looking stylish
Thanks for the crits and comments everybody.
I decided to get back to work on this before I miss the deadline. I'm thinking of making a DJ Hero-esque in-game shot. Stupidly enough I actually spent a minute or so wondering if/how I should go about labeling Daft Punk in this scene.
How's this? I bumped up the specular, made the background texture it's own ambient map and added another layer to the floor. Too subtle?
Maybe lighten the background?
black on black is hard to read.
Edit: Welp, nevermind. I guess Maya's Hardware rendering can't do the things I was hoping.