So much awesome... artistic and technical, production and direction... wow I should have followed this more closely from the beginning but this goes down as a truly great entry and thread for all time awesomeness.
Very good job on these, Jesse. I guess my only crit would be in your final presentation. That probably just dropped a bunch of jaws, but bear with me. 80, 09, and sort of 20, all are posed in a way that makes me think "Pitcher", instead of having unique poses that say different positions on the field. That's the only thing I think you could improve on.
You were right about the spikes on the shorts not being as noticeably identical when not standing beside each other though! Everything looks amazing.
Very good job on these, Jesse. I guess my only crit would be in your final presentation. That probably just dropped a bunch of jaws, but bear with me. 80, 09, and sort of 20, all are posed in a way that makes me think "Pitcher", instead of having unique poses that say different positions on the field. That's the only thing I think you could improve on.
You were right about the spikes on the shorts not being as noticeably identical when not standing beside each other though! Everything looks amazing.
Well, 09 and 20 are pitchers. You can see their stats on the left.
I'll see what I can do with 80 with the time I have left though. Thanks for the feedback! Often times it's difficult to pick up on things because you've been staring at them for so long. I really appreciate it!
Thanks for the comments guys! I have a couple of images left to produce but hopefully I'll be submitting very soon.
nice work Jesse, how are you getting the resolution on the logos and numbers?
Hey Austin!
I'm using a mask image in which the R channel is the detail for the decals, and the A is the opacity for them.
I crammed 4 masks for uniform color in the G and using a 2d transform to stretch them out and offset them before piping color through them.
Then in the B channel, I have 4 more masks for the robots and the color for the logos. I use a 2d transform to stretch them out and pipe colors through them as well.
So basically the G and B channels hold 8 256x256 texture masks.
It's a complex shader as you can imagine, but there were no shader limitations in this challenge, so yay!
Other than a couple clipping errors (45's right forearm clipping through the shoulder and 00's head tentacle clipping through his torso) this is flawless.
Other than a couple clipping errors (45's right forearm clipping through the shoulder and 00's head tentacle clipping through his torso) this is flawless.
Also you have to name 08 "The Grim Catcher".
hmm, didn't catch that on 45, but what you're seeing on 00 is his hand tentacle, not the head one.
I wish I could come up with something negative to say just so I could feel better about myself, but you completely nailed this, skank. This is absolutely goddamn amazing and this thread should be archived for future generations.
I'll update with documentation on how I got the shaders working next week.
I'm tired... u___u
Also, I'm going to post a postmortem too. There was so much I wanted to do with these guys that I didn't get a chance to do for several reasons, so we'll explore that too.
not trying to sound stupid here, but I cant wait for you to explain whats going on with those last images.
assume it has to do with the shader-based coloring but damn... thats some next level shit mate.
not trying to sound stupid here, but I cant wait for you to explain whats going on with those last images.
Have a look at the individual RGB channels of the upper-right and lower-left images in PS to get an idea of what's going on with those. He's basically taking 3 greyscale images and sticking them into one texture via the individual RGB channels.
This thread blew my mind. Epic job, i learnt alot about modular characters and never thought about using the RGB Channels for character clothing, looking forward to seeing the shaders
just wanted to thank you once again for sharing your process, had to design an npc system for a game and i implemented some of these techniques you used! Especially on the texture/shader side i'm able to do a shitload of variations now with only one texture and one shader ^^
Replies
It's A LOT of 2d transformations on the mask images.
Very good job on these, Jesse. I guess my only crit would be in your final presentation. That probably just dropped a bunch of jaws, but bear with me. 80, 09, and sort of 20, all are posed in a way that makes me think "Pitcher", instead of having unique poses that say different positions on the field. That's the only thing I think you could improve on.
You were right about the spikes on the shorts not being as noticeably identical when not standing beside each other though! Everything looks amazing.
Well, 09 and 20 are pitchers. You can see their stats on the left.
I'll see what I can do with 80 with the time I have left though. Thanks for the feedback! Often times it's difficult to pick up on things because you've been staring at them for so long. I really appreciate it!
Thanks for the comments guys! I have a couple of images left to produce but hopefully I'll be submitting very soon.
Hey Austin!
I'm using a mask image in which the R channel is the detail for the decals, and the A is the opacity for them.
I crammed 4 masks for uniform color in the G and using a 2d transform to stretch them out and offset them before piping color through them.
Then in the B channel, I have 4 more masks for the robots and the color for the logos. I use a 2d transform to stretch them out and pipe colors through them as well.
So basically the G and B channels hold 8 256x256 texture masks.
It's a complex shader as you can imagine, but there were no shader limitations in this challenge, so yay!
MAKES ENTIRE TEAM
hah! I love it!
screenshoted!
Also you have to name 08 "The Grim Catcher".
hmm, didn't catch that on 45, but what you're seeing on 00 is his hand tentacle, not the head one.
Truly amazing work my friend, well done! :-D
Excellent work!
I'll update with documentation on how I got the shaders working next week.
I'm tired... u___u
Also, I'm going to post a postmortem too. There was so much I wanted to do with these guys that I didn't get a chance to do for several reasons, so we'll explore that too.
assume it has to do with the shader-based coloring but damn... thats some next level shit mate.
thanks for this thread of awesomeness and HUGE UPS on MAKING the assets for GRANDMAS BOY! wth! best movie ever. your the man.
http://wiki.polycount.com/SkankerzeroModularCharacterSystem