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Nemix
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Saturday, November 05, 2011
Update from ModDB:
I quote TRL:
"work in progress. accurate colors for Piccolo.
I decided to throw this into a good looking render again, but this time I didn't try to fool you guys by enhancing the model.
Postscript.: Everyon go thank Zielan for his hard work on separating every single different colored part of this model so it could receive unique celshading. Piccolo now has 5 celshade bands.
Let me know what you think."
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LegendarySS4
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Saturday, November 05, 2011
Great, nice work Zielan and Nemix for uploading this
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JayREEZY
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Saturday, November 05, 2011
Oh! wow...... Just wow. I get it now, this is what ZEQ2-Lite is supposed to look like.
*sniffles* It's beautiful.
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Djosama
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Saturday, November 05, 2011
LegendarySS4 wrote : Great, nice work Zielan and Nemix for uploading this 
Good work to TRL for photoshopping and posting it.
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LegendarySS4
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Saturday, November 05, 2011
Djosama wrote : LegendarySS4 wrote : Great, nice work Zielan and Nemix for uploading this 
Good work to TRL for photoshopping and posting it.
I already did kudos to him in the irc
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Malek
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Sunday, November 06, 2011
What's wrong with the shoulders ?
Also, Good work
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Nemix
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Sunday, November 06, 2011
It's not photoshopped it's rendered.
@Malek, probably a new animation or because of the shaders.
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Zeth
The Admin
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Sunday, November 06, 2011
It's not photoshopped it's rendered.
Actually, based on the shading, it's likely ingame with composite Photoshop editing for the clouds/haze and some other tweaks.
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Denz
Exploitative / Efficient
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Sunday, November 06, 2011
Zeth do normal maps work in ZEQ2-lite?
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Zeth
The Admin
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Sunday, November 06, 2011
Zeth do normal maps work in ZEQ2-lite?
There's currently no finished GPU shader program support, so no. An implementation for GLSL/CG was started that integrated into Quake 3's material/shader system, but it was never finished if I recall.
What would you want normal map support for in this case though?
I hope you don't mean for the the tiles/bricks or other surface-level details. That'd hardly be proper use of the technique unless the early clay-like bump maps of Doom 3 are your end-goal. Stylistically speaking, you could use a stepped-shader in conjuction with a normal map to control shading in a fine-tuned manner for character clothing and other aspects where a large areas of normal perturbation is necessary, of course.
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najeeb
My Sir
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Sunday, November 06, 2011
THE MAP LOOKS EXACTLY LIKE THE ANIME , but the characters don't fit in :S
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Denz
Exploitative / Efficient
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Sunday, November 06, 2011
Zeth wrote :
What would you want normal map support for in this case though?
I hope you don't mean for the the tiles/bricks or other surface-level details. That'd hardly be proper use of the technique unless the early clay-like bump maps of Doom 3 are your end-goal. Stylistically speaking, you could use a stepped-shader in conjuction with a normal map to control shading in a fine-tuned manner for character clothing and other aspects where a large areas of normal perturbation is necessary, of course.
Yes I meant for characters only, so there is a way to do it? Would like to try it some day when I have time, if you guys would guide me with critics and implementation process.
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Zeth
The Admin
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Sunday, November 06, 2011
Yes I meant for characters only, so there is a way to do it? Would like to try it some day when I have time, if you guys would guide me with critics and implementation process.
Pop on to IRC sometime. Arnold is currently the most familiar on the existing GPU shader support and what needs to be flipped to re-enable it. I can help with the actual shader code as I already have plenty of texture map shader techniques written -- although they do need to be ported from HLSL to GLSL.
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