IAmDeathComeForThee wrote...
Final game mesh should be around 2000 polygons.
Out of interest, how does that compare with one of the stock giant models?
IAmDeathComeForThee wrote...
Final game mesh should be around 2000 polygons.
IAmDeathComeForThee wrote...
Yea it's close to 6 million polygons heh. When you paint with the program it paints each vertex which takes on the color. No detail can be added between vertices. So if you have a lower polygon count with fewer vertices to color, you lose a lot of detail.
Modifié par -Semper-, 15 décembre 2013 - 08:45 .
Modifié par rjshae, 19 décembre 2013 - 06:28 .
rjshae wrote...
It's not at the same level of quality, but there is a NWN Cyclops Tribe hakpack. For what it's worth.
Modifié par rjshae, 20 décembre 2013 - 08:50 .
Modifié par -Semper-, 20 décembre 2013 - 09:49 .

Modifié par Rolo Kipp, 20 décembre 2013 - 09:52 .
I blame tinting for the poor diffuse maps. Not only were many textures bland and washed out (presumably for the purpose of taking tints more easily), but most of the included tint maps slap a single solid colour in each area, with none of the character and subtle variation in colour you can get in a good diffuse map. It's possible to do a lot better than they did with the tint maps, but with only three tinting channels per object, you can only do so much to achieve that kind of variation, unless the object is primarily of a single material. (Those "paint chip" tint areas in the estate tileset look like an attempt in that direction, but I'm talking about a smooth variation over a larger area.)-Semper- wrote...
ported nwn2 models are looking that bad because obsidian did a poor job with the diffuse maps. mostly they just used nothing more than basic colors and let the normal map do the job.
Rolo Kipp wrote...
*nods* Not
just the lack of normal maps, either. When NwN1 started, 256x256 was a
*big* texture and we only dreamed of 1024x. Most of those models also
only used *one* 128x map atlas for all it's various parts.
Modifié par rjshae, 20 décembre 2013 - 10:25 .
Tchos wrote...
I blame tinting for the poor diffuse maps. Not only were many textures bland and washed out (presumably for the purpose of taking tints more easily)
Modifié par -Semper-, 20 décembre 2013 - 10:35 .
Modifié par Tchos, 21 décembre 2013 - 01:39 .
Modifié par rjshae, 21 décembre 2013 - 06:17 .


Modifié par IAmDeathComeForThee, 22 décembre 2013 - 01:37 .
IAmDeathComeForThee wrote...
Good to know about baking in ambient occlusion and lighting into the diffuse Semper, I didnt know about that as Ive never baked out a texture before. But, when it comes time to it for this model I'll definitely look into it much further. I would think that sort of thing is built into the zbrush baking process, but we'll find out.
Modifié par -Semper-, 22 décembre 2013 - 10:12 .

Easy now, not sure how much time this will take all said and done depending on whether I want to animate or not, which I kinda do.MokahTGS wrote...
So, I'm writing the dialogue for this creature now in Jabberwocky....can't wait to set it up with the model.
Modifié par IAmDeathComeForThee, 04 janvier 2014 - 06:33 .
IAmDeathComeForThee wrote...
with the retop in zbrush instead of using Polygon Cruncher
Modifié par -Semper-, 05 janvier 2014 - 10:22 .
Sorry guys this has been put on the backburner for a little bit. I have every intention to come back to it, but it may not be until summer that I have it fully released. I'll be starting some classes and the reading already is super intense and takes up most of my evenings. But here's another image just for fun.
