Dude the problem wasn't the colour, it was the fact hes wearing "boxes". That player model wont work well at all in Q4 because the hands will never warp nicely around the gun or trigger. The main problems with this have been said. He DOES have black facial features with white skin, which looks quite odd. Theres also not a…
Sadner: it depends on what application you are using to view & render your skins. I almost always use a .tif file with an alpha channel. In photoshop or your image editing software of choice, you view the channels & add a new "alpha" channel. Usually the white is visible(opaque), black is invisible(transparent). If your…
Yes but many times you WANT the alpha channel, for example if you are storing diffuse textures as PNG (say you are doing DLC but don't care about video memory). There was a Photoshop PNG exporter that used to be available, I found a copy and that's what we used when we had to do it, it worked great. Unfortunately CS2 still…
Vertex-based AO can be good if the tech calculates it either on-the-fly, or else pre-calculates the AO for particular poses of the character (arms up vs. arms down, etc.) and interpolates those vertex colors as the character moves from pose to pose. That can actually look pretty good, if the character is decently…
I agree. I was wanting to go for a plasterlike wall, with some old bricks underneath showing through, but I think I've way overdone it with the textjure of the bricks. I'll tone that down tomorrow morning and make some more convincing variations with the texture. Perhaps if I smoothed that wall a bit more it would help the…
3D Character for a class from a concept by one of my peers, which can be seen here http://erebus88.deviantart.com/art/Famine-85936080. Base on the same character from above. Yes the scales are all hand painted, quite a pain but I chose to do it on the diffuse rather than a normal. Lower poly aquatic vehicle. I few…
Hey man, whats the texture size on this? Looking like a good start to me on the texturing and I like the model as well. I would say it definitly needs a dirt pass of some sort right now. Putting a little wear and tear on those textures could go a long way. By the way what kind of maps are you using (diffuse, spec, normal)?…
Cool, I updated my post with 2 more images. The shader is standard stuff: Diffuse colour and spec, controlled gloss and spec levels. Heightmap applied for bump information. As you can see I tried out a ton of angles while I was working on this thing. I think in the end I had 9 camera setup's. The lighting is simple as…
Heres an update with about 3 hours into the diffuse map. This is probably going to be my last update until completion...I just felt like tossin' something up here to bump the thread. Its in such a WIP stage Im not sure if you can really crit anything without me saying something along the lines of, " oh I havent gotten to…
Ah that jellyphant is great I'm no character person so all I reckon is presentation wise, perhaps some (even faked) DOF on the environments. Hope you dont mind me saying, but the quality and detail is below that of the characters, so maybe have them blurred out a bit or something for a quick fix. Also, I'm not sure about…