Author |
Message |
Zeth
ZEQ2 Programmer
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Saturday, March 31, 2007
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Nataku
ZEQ2 Concept Artist
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Sunday, April 01, 2007
zeq2 models have 512x512 maps, from what I readed. so maybe increasing the format would be a good choice, lines wouldent got so smoothed if you would zoom in.
I did some tests my self and it works alright ( its logical though )= ]
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Azurite
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Sunday, April 01, 2007
The new Goku, as the Topic of the Thread implies, use no Textures at all.
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Nataku
ZEQ2 Concept Artist
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Sunday, April 01, 2007
that's funny then ,
couse im certain that I see some = o
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Zeth
ZEQ2 Programmer
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Sunday, April 01, 2007
Is that so? Do show then.
Remember.
Left side is textured versions (before).
Right side is new texture-less version (after).
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Nataku
ZEQ2 Concept Artist
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Sunday, April 01, 2007
well its really courious,
- that kame symobl eint textured ?
- how you wanna keep the face details
(eyebals, ear skin, eyebrows )
- how will you achive details on the arms
( nails and such )
- how do you wanna keep a lot of other details,
(on shoes, hands/arm lines,and lots of other ...)
im rly courious
and it seems that I found a place where something interesting is going on with cell shading, and I can simply discuss about it... that makes me stay in those forums for a while hehe
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Zeth
ZEQ2 Programmer
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Sunday, April 01, 2007
Fully modeled.
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Devion
Slipping Away
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Sunday, April 01, 2007
Same goes for the head?(Not viewable)
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Zeth
ZEQ2 Programmer
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Sunday, April 01, 2007
Fully modeled.
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Super Vegetto
ZEQ2 Legend
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Sunday, April 01, 2007
Textures free, no textures what so ever.
100% Model. 0% Textures.
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Ravven
ZEQ2 3D Artist
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Monday, April 02, 2007
Hey... that's like improbable!! That model would have at least 6k tris! Can you guys show some wires then?
EDIT: Hey... why when I write this it changes into 'improbable'?
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N-J
ZEQ2 Legend
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Monday, April 02, 2007
Ravven wrote : Hey... that's like improbable!! That model would have at least 6k tris! Can you guys show some wires then?
EDIT: Hey... why when I write ginger snaps it changes into 'improbable'?
It's called censoring. More information and media will follow in the coming weeks concerning this technique.
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Devion
Slipping Away
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Monday, April 02, 2007
can't wait to see the head then. I'm curious how you guys did that.
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Super Vegetto
ZEQ2 Legend
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Monday, April 02, 2007
Ravven wrote : Hey... that's like improbable!! That model would have at least 6k tris! Can you guys show some wires then?
EDIT: Hey... why when I write this it changes into 'improbable'?
Hehe, there's no such thing as this in these forums.
Full modeled, no textures and most definatly achiveable.
Like NJ said, you'll find out more about it soon
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Newfolder
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Monday, April 02, 2007
So what is the point of doing it FULLY MODELED? Isn't it easier with texture? :>
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Element4q2
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Monday, April 02, 2007
Looks good, my only qualm would be excessive poly requirements to get something like the symbol looking as smooth as texturing would.
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Zeth
ZEQ2 Programmer
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Monday, April 02, 2007
my only qualm would be excessive poly requirements to get something like the symbol looking as smooth as texturing would.
Define 'excessive', because we don't.
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Element4q2
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Monday, April 02, 2007
Zeth wrote : my only qualm would be excessive poly requirements to get something like the symbol looking as smooth as texturing would.
Define 'excessive', because we don't. 
Goku's symbol is quite blocky (compared to the textured version) since it is a fairly rounded design. Just mentioning that you would need to "spend" quite a few more polys if you wanted to lessen that blocky effect.
It's not so much of an issue here, but it could be on more intricate designs. Then again the fact that the engine doesn't need to render model textures (I assume) could balance out any impact to performance
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Zeth
ZEQ2 Programmer
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Monday, April 02, 2007
Goku's symbol is quite blocky (compared to the textured version)
_____________________________
FUTURE PLANS
_____________________________
[*] Improved Smoothness.
Despite that, take notice that it's also not as blurred or pixelated -- at ANY range.
It's not so much of an issue here, but it could be on more intricate designs. Then again the fact that the engine doesn't need to render model textures (I assume) could balance out any impact to performance Cool
Don't worry, my little gosling. The thread you are seeking will come soon.
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Nataku
ZEQ2 Concept Artist
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Monday, April 02, 2007
but this "improved" smoothnes will come with
"improved" poly amount . eint that right = ] ? also those lines arent looking so good as with the skin, they are irregular, they are too thick or too thin in some places. But as you said Zeth im waiting for more : D !
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Zeth
ZEQ2 Programmer
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Monday, April 02, 2007
also those lines arent looking so good as with the skin, they are irregular, they are too thick or too thin in some places.
_____________________________
NOTES
_____________________________
[*] Stylistic "Noise Depth-Outlines" shown in images. Breaking or overbearingly sharp lines are caused by this style and subject to possible future alteration.
[*] Outline styles subject to change.
Everyone. Please read the progress threads before posting.
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Ravven
ZEQ2 3D Artist
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Monday, April 02, 2007
hey, hey... no need to get angry We just want to know how will it turn in the end 'Couse it's rather very interesting jutsu
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spyxter
Flutie Flakes
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Tuesday, April 03, 2007
I've tried to read into that update, but I still couldn't figure out how this complete absence of textures will affect the performance. And what about the maps? Are they going to be completely textureless too?
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N-J
ZEQ2 Legend
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Tuesday, April 03, 2007
Time will tell.
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spyxter
Flutie Flakes
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Tuesday, April 03, 2007
N-J wrote : Time will tell.
Are you testing it already, may I ask?
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