Author |
Message |
GokuSSJ
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Wednesday, August 15, 2007
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ssj_paul
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Wednesday, August 15, 2007
nice one
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acira
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Friday, August 17, 2007
post updates ok I want to see the details
and post a link for the game site because I forgot it
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GokuSSJ
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Saturday, August 18, 2007
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Super Snake
Sugar & Cocaine
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Saturday, August 18, 2007
Zbrush?
Looks really nice.
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Zeth
ZEQ2 Programmer
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Saturday, August 18, 2007
The skin has a mud-like texture to it. It's a bit overly detailed in this regard unless you are going with per-pore lighting/lift. If that be the goal with the details, you'll probably want to look into various skin shaders and light penetration / translucency maps instead of baking the details into the normal maps. To fully take advantage of subtle grainy details, it'd probably be best to use a different lighting algorithm than a simple stretched diffuse or gooch.
You'll probably want to change the game's rendering style to incorporate an ambient occlusion map to fully capture the subtle details that would be lost otherwise. This isn't to say that normal maps cannot be used with a cel/gooch approach without success, but it's a VERY different process to capture the painterly shading methods. Your approach is strictly conventional on detail levels -- meaning you need a more conventional and realistic lighting/shading method to fully enrich the details you offer.
Consider it.
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