Originally posted by osjclatchford
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Those black "dots" are darkened areas of the skin visibile where the fur is partly missing.
While making skins I prefer using higher contrasts, because monsters ingame are fast and seen for brief moments, despite the fact that you can slower the time with console commands to scrutinize them..
It's a trick to add in volume and make the model appear more 3d, but as I said it's a trick, glaringly evident in still images.
I liked it in movement but I've retouched the skin anyway
post-lunch edit
I wanted to address the problem with fur and normalmaps.
We usually produce normalmaps thanks to the nvidia plugin for photoshop, enhancing the effect afterward with our custom macro. The result is often exaggerated but compensates well for the low-poly models, which is a main concern here.
Metal and stone materials are easier to render, while fur and flesh are a different beast: it's a prevalent problem even in modern games, eventually called "plaster-hair syndrome", when fur is drawn with good detail, but lit as if carved from plaster.
We're not at the point of needing subsurface scattering (would be hilarious), but fur/hair are translucent so no individual clump of hair should be opaque enough to produce sharp shadows.
At the moment, we try to soften the effect with multiple copies of the normal, blurred and layered on top at different opacities.
This helps to solve the 'plaster' look, also with no effect on framerate, though I'd really like to test the old fur shader present in quake3 and not implemented yet in darkplaces.Attached FilesLast edited by Nergal; 04-18-2011, 05:24 AM.
Quake Reforged
Retexturing and Reskinning project for Quake, Scourge of Armagon and Dissolution of Eternity
Downloads:
SoA skins
DoE skins pre-release
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Whoa!
I LOVE that retouch!
And look forward to seeing this model with your modified light stats in game!!!Check out my awesome Deviant art page!
Quake fanart (obviously included)!
http://harry-the-fox.deviantart.com/
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Originally posted by Hazza View Post...I LOVE that retouch!
And look forward to seeing this model with your modified light stats in game!!!
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We said before that the Chthon skin should have been used for the Lavaman too, but I changed my mind.
This is the new lavaman (or another Chthon if you want)
@osjclatchford: please don't, we appreciate criticism. this forum stands out to be educated and if something seems incorrent, we simply provide more infosAttached Files
Quake Reforged
Retexturing and Reskinning project for Quake, Scourge of Armagon and Dissolution of Eternity
Downloads:
SoA skins
DoE skins pre-release
Comment
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Splendid!! Incredibly lifelike!
(ignoring that a Lavaman probably isn't actually a living creature).Check out my awesome Deviant art page!
Quake fanart (obviously included)!
http://harry-the-fox.deviantart.com/
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Skins with this amount of detail are not a single days work or even a weeks worth. They are doing very high resolution work then making proper normal and gloss maps for them too. One skin can easily take over a month.
As for messages with, well that's due to no new eye candy being released/teased.
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Yeah I could see you saying that if I where posting status update requests every night.. I in no way was suggesting what you where saying... that they would pump out finished skins every night or anything. I wasn't even asking for a release or for a tome of stuff. I was just wondering what was going on. But I guess I should just take the silence as "they are busy on it and everyone else is elsewhere" or something.Last edited by smoketetsu; 05-07-2011, 09:06 PM.
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