FOnline Development > 3D Development
Armors and clothing
Johnnybravo:
--- Quote from: Surf on September 20, 2011, 05:47:12 am ---Wow, that really looks good already. It took quite a moment to see the actual 3d model of the leather girl in the bar. Nice! Can't wait for that dither/pixelisation filter. ;D
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Well I think it's still quite obvious due to missing details. It seems like there is not much to do left, though painting on normal maps will be incredible feet. Converting height maps might be a little easier for artists, good thing there are tons of filters for commonly used software (like photoshop).
I don't really think sprite resolution is as big deal as you make it, since sprites are pretty much 1:1 (I don't really think there is any resizing going on), any higher resolution screens were already unaffected by "pixelization", so unless you have fullscreen window set on low resolution, or you like to zoom in, you will not really have chance to notice any differences in this regard.
On the other hand additional colors are much easier to notice. Unfortunately it is much harder to work around them, because dithering is not as simple as indexed color lookup (which would really just look like shit, so I guess it is out of question).
Also Luther, it is not possible to add additional layers to model texture? It looks kinda wrong when you model this kind of details?
If not such system should be designed and added :d. It'd just save everyone tons of work, and to be honest some of the MMORPG games build skins like that.
Anyway I think the biggest challenge would be to correct bad meshes and textures. For example the hobo rags looks much better than the previously mentioned coat, because it has much better painted texture. Where the coat is just blurred something.
--- Quote ---Not sure whether such things are better done with normal / specular maps (letting the engine shadow / highlight deal with it) or whether they should be painted onto the texture.
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Later will look good from one angle only.
Luther Blissett:
--- Quote from: Johnnybravo on September 20, 2011, 01:38:49 pm ---Also Luther, it is not possible to add additional layers to model texture? It looks kinda wrong when you model this kind of details? If not such system should be designed and added :d. It'd just save everyone tons of work, and to be honest some of the MMORPG games build skins like that.
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In what sense to do you mean? There's currently a "base skin" layer, and a layer for clothing, which can be assigned to as many subsets as needed. On top of those, there are the model layers (currently for armour, hair, helmet, backpack - though there are also layers for beard and moustache that we've not tried using yet). It seems that it'd be fairly easy to add extra layers if needed though. Can you clarify what you mean? If it's something that'll make things easier, then I'd definitely like to hear it :)
--- Quote from: Johnnybravo on September 20, 2011, 01:38:49 pm ---Anyway I think the biggest challenge would be to correct bad meshes and textures. For example the hobo rags looks much better than the previously mentioned coat, because it has much better painted texture. Where the coat is just blurred something.
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Yes - a lot of the models and textures are going to need tweaking a few times - especially after we've changed things in the lighting and shadow effects. I did the ragged coat texture quite a bit later than the original duster, so it's slightly "better" in detail by nature of having more practice, and a little more discussion about what style we should do the texturing in. However in in-game shots, the duster still looks closer to original sprites, whilst the rags look too 'flat' (most likely because of the range of colours). Basically both of them need improving quite a lot - they're both quite heavily reliant on painted highlights rather than engine highlights - and as mentioned, the duster coat texture loses most of the detail and becomes quite blurry once it's reduced in resolution.
--- Quote from: Johnnybravo on September 20, 2011, 01:38:49 pm ---Later will look good from one angle only.
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It depends. There's certainly a bit of extra definition which could be painted on the texture first. In the tribal example, I think it's just a matter of darkening a couple of areas. After that, we start working with the effects for the "fine tuning".
Lexx:
--- Quote from: Luther Blissett on September 20, 2011, 02:09:06 pm ---In what sense to do you mean? There's currently a "base skin" layer, and a layer for clothing, which can be assigned to as many subsets as needed. On top of those, there are the model layers (currently for armour, hair, helmet, backpack - though there are also layers for beard and moustache that we've not tried using yet). It seems that it'd be fairly easy to add extra layers if needed though. Can you clarify what you mean? If it's something that'll make things easier, then I'd definitely like to hear it :)
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He means texture layers. Putting a texture over a texture, etc. Can be used for stuff like tattoos, scars, etc. For our normal models, I'll doubt we really need this, though, as we don't have to show lots of tiny details all the time.
Sunstroke[RUS]:
Haraldx:
очень хорошо! :D
No, seriously, looks very good. Simple, but good!
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