It's correct in the case of a spot or omni lighting. In that case it's a directional lighting (sun). The shadows must have nearly the same size of the object when it's down.
Edit : logically, it has the same size everytime when the object is near the ground.
@yaxx, since this is far from being a realistic setting, the shadow scaling is just a mere effect to support the cartoony art style just have a look at classics like looney tunes, they just do exactly the same
I think it's correct, smaller shadow when close to the ground and bigger when further up. Shouldn't be too prominent, but the direction of the scaling is right? You could argue that when it's really close to the ground it should be a darker shade of shadow as less ambient light will hit that area as opposed to when being further up. I'd not bother with that detail with the animation rapante has.
Got my kit pretty much finished. It's about as versatile as I'll need for now. Roof tiles are pretty much done as well so it's time to either start texturing the lower halves of this or start the building the detail kits.
Been lurking around without registering for a while now, thought it was time. Here's a spider statuette I'm working on, for my Unity game. Just a Blender render for now, diffuse 1024x1024 (might scale down to 512). Might make a normal map if it feels like it needs it, also need to define the material some more, supposed to be bronze.
Got my kit pretty much finished. It's about as versatile as I'll need for now. Roof tiles are pretty much done as well so it's time to either start texturing the lower halves of this or start the building the detail kits.
Take a look at r4ptur3's Brawl Submission very similiar. I think he did an awesome job of execution. You may gets some pointers from looking through his WIP.
Had two bikes with exactly the same paint scheme for my portfolio, which was fcking with my feng Shui, so Im redoing this one in classic 90s nicotine yellow.....
Lots to do still, the main Camel logo still needs doing etc etc, and all the metal logos
I am trying something a bit new for me, roughing things in with photos, then going back and using a composite material in max to project the decals on, as the UV map was simply impossible to keep dead square. This gives me nice even logos that wiggle with the slight waves in the UV (cos they are projected on) and stop me from pulling my hair out trying to warp logos in PS.
Thread here on the rest of the bike here if anyones interested:
Got my kit pretty much finished. It's about as versatile as I'll need for now. Roof tiles are pretty much done as well so it's time to either start texturing the lower halves of this or start the building the detail kits.
Really watching this one, because I'm focusing on my own Japanese Garden style environment in my free time, so maybe I can learn some things Keep it up man.
@onelung - thanks for the link - I reckon I did see it when gathering reference and it is a really great scene! I'll surely draw some more inspirado from that submission.
@tristamus - thanks! indeed we should keep up on here - I'll surely be needing some tips
@Skibur - Yeah, there's really no specular yet. @Benji - Thanks, and thanks for the link, seems like a good article I've only just modeled the thing, I'll work more on the material when I import to Unity.
@yaxx, since this is far from being a realistic setting, the shadow scaling is just a mere effect to support the cartoony art style just have a look at classics like looney tunes, they just do exactly the same
I am on Noors' side here, fuck logic
For me it looks like copter/plane inflates and deflates. I would keep the shadow at the same size, to support the feel that vehicle comes closer to land.
We (two of us) decided to create a little game in half a day. this is what we made of it! We started with a silly idea and created a prototype for that. We eleborated on that prototype while brainstorming, adding and tweaking stuff. I was responsible for the visual part of the game and dion did all the techy stuff. Anyway we had a lot of fun creating this little game within such a short amount of time and we hope you can laugh about it xD
@Maph: Thanks it is difficult to come up with good names so we decided to keep it very literal which doesn't make any sense in english xD I'd love to hear non-dutch speakers pronounce it.
Over the summer I was 3d art intern for Codename Games. While there, one of the projects I worked on was porting the puzzle game Cogs from PC to Playstation Home. I did a some of optimization, tweaking of textures, and super basic animations. Cogs for PS Home was my first "shipped" title, and went live on November 3rd
This was an avatar reward item I made minus the logo.
ladyknowles, you could probably halve those textures at least. Maybe not the lighthouse, but definately the details. Other than that, I'm loving the style you've got going!
Codefather: That's looking great! The pectoral plates are an interesting feature for sure. Nice n' slimy too.
I'm trying to use this long, Thanksgiving weekend to get a bunch more art done for my project. Here's the first update; a shot of our hero and his sidekick nearing a fortified oasis in the desert:
Long story short, I found a sweet retro looking Arvin space heater along the side of the road. I took it home, refurbished it and turned it into an audio amplifier. Its a mono output, solid state amplifier that pushes about 25 watts rms. With this amp project I didn't make the circuit board from scratch. It was much cheaper to buy it off ebay.
Replies
so for the beginning my latest head sculpts:
The shadows must be bigger when the copter is down.
Very nice job
Technically the shadow would be smaller when its down, and larger when it's up correct?
Edit : logically, it has the same size everytime when the object is near the ground.
I am on Noors' side here, fuck logic
Takes some guts posting here hah
Making a zombie bust. Any pointers/critiques are most welcome!
I think it's correct, smaller shadow when close to the ground and bigger when further up. Shouldn't be too prominent, but the direction of the scaling is right? You could argue that when it's really close to the ground it should be a darker shade of shadow as less ambient light will hit that area as opposed to when being further up. I'd not bother with that detail with the animation rapante has.
Take a look at r4ptur3's Brawl Submission very similiar. I think he did an awesome job of execution. You may gets some pointers from looking through his WIP.
http://www.polycount.com/forum/showthread.php?t=82700
Lots to do still, the main Camel logo still needs doing etc etc, and all the metal logos
I am trying something a bit new for me, roughing things in with photos, then going back and using a composite material in max to project the decals on, as the UV map was simply impossible to keep dead square. This gives me nice even logos that wiggle with the slight waves in the UV (cos they are projected on) and stop me from pulling my hair out trying to warp logos in PS.
Thread here on the rest of the bike here if anyones interested:
Cheers!
Anyone know if there's a more in-depth toon shader lying around for Unity?
Really watching this one, because I'm focusing on my own Japanese Garden style environment in my free time, so maybe I can learn some things Keep it up man.
Heres my poop, ork for the indie game.
[edited: for a better image]
also nice Mrandk, envy those painting skills
@tristamus - thanks! indeed we should keep up on here - I'll surely be needing some tips
@Benji - Thanks, and thanks for the link, seems like a good article I've only just modeled the thing, I'll work more on the material when I import to Unity.
For me it looks like copter/plane inflates and deflates. I would keep the shadow at the same size, to support the feel that vehicle comes closer to land.
I wrote this a while back... might do what you're after to an extent.
http://www.unifycommunity.com/wiki/index.php?title=TeamFortress2Shader
If you need something different, let me know and I can whip up a shader for you.
We (two of us) decided to create a little game in half a day. this is what we made of it! We started with a silly idea and created a prototype for that. We eleborated on that prototype while brainstorming, adding and tweaking stuff. I was responsible for the visual part of the game and dion did all the techy stuff. Anyway we had a lot of fun creating this little game within such a short amount of time and we hope you can laugh about it xD
YOU CAN PLAY IT HERE!
@thinkinmonkey: Glad you thougt it was funny
High poly made in zbrush, rendered in marmoset.
This was an avatar reward item I made minus the logo.
CodeFather, that is looking VERY nice!
All hail the Wankle! Its day shall come!
Codefather: That's looking great! The pectoral plates are an interesting feature for sure. Nice n' slimy too.
I'm trying to use this long, Thanksgiving weekend to get a bunch more art done for my project. Here's the first update; a shot of our hero and his sidekick nearing a fortified oasis in the desert:
Keep up the great work everyone!
Long story short, I found a sweet retro looking Arvin space heater along the side of the road. I took it home, refurbished it and turned it into an audio amplifier. Its a mono output, solid state amplifier that pushes about 25 watts rms. With this amp project I didn't make the circuit board from scratch. It was much cheaper to buy it off ebay.
Derp:
using this as ref:
http://castlevania.wikia.com/wiki/Sanctuary_of_the_Titans
Trying to make a smaller version of this, something more character sized.
You know, you can use words to give criticisms, don't have to use internet memes that have been used over and over