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Piccolo Render

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Nemix View user's profile Send private message

Reply with quote 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. Wink

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."

LegendarySS4 View user's profile Send private message

Reply with quote Saturday, November 05, 2011

Great, nice work Zielan Cool and Nemix for uploading this Smile

JayREEZY View user's profile Send private message

Reply with quote Saturday, November 05, 2011

Oh! wow...... Just wow. Shocked I get it now, this is what ZEQ2-Lite is supposed to look like.

*sniffles* It's beautiful.

Djosama View user's profile Send private message

Reply with quote Saturday, November 05, 2011

LegendarySS4 wrote : Great, nice work Zielan Cool and Nemix for uploading this Smile



Good work to TRL for photoshopping and posting it.

LegendarySS4 View user's profile Send private message

Reply with quote Saturday, November 05, 2011

Djosama wrote :

LegendarySS4 wrote : Great, nice work Zielan Cool and Nemix for uploading this Smile



Good work to TRL for photoshopping and posting it.



I already did kudos to him in the irc Smile

Malek View user's profile Send private message

Reply with quote Sunday, November 06, 2011

What's wrong with the shoulders ?

Also, Good work Smile

Nemix View user's profile Send private message

Reply with quote Sunday, November 06, 2011

It's not photoshopped it's rendered.

@Malek, probably a new animation or because of the shaders.

Zeth The Admin View user's profile Send private message

Reply with quote 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.

Denz Exploitative / Efficient View user's profile Send private message

Reply with quote Sunday, November 06, 2011

Zeth do normal maps work in ZEQ2-lite?

Zeth The Admin View user's profile Send private message

Reply with quote 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.

najeeb My Sir View user's profile Send private message

Reply with quote Sunday, November 06, 2011

THE MAP LOOKS EXACTLY LIKE THE ANIME , but the characters don't fit in :S

Denz Exploitative / Efficient View user's profile Send private message

Reply with quote 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.

Zeth The Admin View user's profile Send private message

Reply with quote 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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