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Armors and clothing

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Luther Blissett:
You'll probably need to move those sleeves to the edge of either "short sleeve" or "full sleeve" for it to work correctly with the base model (that's yellow or black bit)



You can download the subset map thing here :

Base Human Male Subset / texture map

1024x1024 layered PSD file, with outline, colour markers and base texture (~4.5MB)
subset map male.psd

If they absolutely need sleeves at a length in between these, it'd need to be a model rather than a base texture (i.e. make the shirt sleeves part of the jacket model).

Other than that, good work and yes - carry on with some of the others :)

[edit] Did either yourself or Lizard get anywhere with those helmet textures?

Horatio:
Thanks for the praise and help, Mr. Blissett. Well, i promised Lizard to help him with that textures, it's just that i'm pretty bad with texturing myself. The best i could do with texturing is to draw kneeholes.

But i'll make two of helmets tomorrow, when i'm back from work.

Luther Blissett:

Remember that however detailed the textures are, they're going to be about this big (well, slightly bigger, but you get the idea) in game, so don't worry yourself too much with thinking you're "pretty bad at texturing" or anything like that. To me, they look fine and look like the guys they're meant to. Note that the fine pattern on the shirt will mostly disappear at in-game size, and the moustache is very difficult to see. I had the same problem with some of the beard/tache/hair stuff I tested recently. Not sure if we should make them stupidly big to make them visible, or just leave them as subtle additions to the models.

If you want to add a little painted on highlight/shadow, then the dodge/burn tools in Photoshop/Gimp are good for this in small places - though don't overdo it like I did with a lot of my earlier textures, as we've got a reasonably good working lighting and specular setup in game now.

When we test them in game, we normally find the "photoshop colour" and the in-game colour are pretty off from each other, so if we're going for matching sprites as close as possible, it'll probably need tweaking in future - so make sure you keep your base / original files.

Horatio:
Davin, fixed.



edit: Actually, i postpone helmets until i figure out how to make that UV from projection.

Horatio:
Here i come with scientist and have some issues:


download


1. The Scientist has his own bodytype - it means, we have here a scientist with much workout. Should a new bodytype be done?
2. I have no idea if FOnline supports alpha - did receding hairline as PNG on a head piece anyway.
3. The suit may be very tight and shirt may pop through when deforming - have not much experience with rigging except biker to test it.
4. The general stature and pants colour may not match - so i give you the textures as PSD as well to experiment with or tell me what to do.

I think i got a good Dr.Kleiner, but if it's a good Dr. Troy, it's up to your PoV. I need critics, so come at me with it.


@LutherBlissett: i painted some minor detail on texture. About beards, etc - i think it should remain subtle. Also, how do the subsets handle hairstyles as hats? And do we need a female scientist?

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