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3d models development

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Johnnybravo:
Could you do some screenshots where this is zoomed?

From those few pictures it does not seem as if you had to do any changes at all, which is kinda weird considering what mess is the texture (yet it gives some strange feeling of being right, probably because of colors and shapes)

Luther Blissett:
It looks pretty nasty zoomed in, as you'd expect. It also looks very weird from any angle other than the 6 proper fallout ones (which sort of makes sense, if you consider that I "threw sprites" at a model from 6 angles).

Anyway, yes - zoomed pictures :


Front and back in Wings3D - you can see how the "pixels" are diagonal and that it's a bit of a mess.


Close up of front. Not a handsome man.


These are the zoomed in in-game ones. This does have a bunch of shaders and bits on it (I think yours and Baael's lighting and pixellation things).

[edit] To try and explain what I'm trying to do, this is a screen of the earliest version of the "blended" tribal :


That's the #3 from a couple of posts ago. It's a normal, proper, easily repaintable texture, but it's been given a little extra painted shadow in a couple of places (mostly under chest), had the colour tweaked quite a lot and had the position of the strap thing based upon the sprite version (haven't done the arm-wrap around thing yet). I've not had time to do any extra work on it, so it's still as it was a couple of days ago. It needs quite a lot more work on it. Call that screenshot version 0.1, then hopefully when I've done version 1.0, we should have a) a pretty good match for the sprite and b) a pretty good normal, useful, adjustable texture with a proper "Karpov face" on it.

Lexx:
We could always scrap the detailed / zoomed in view in the character screen interface. This would be a bit of a shame, because details get lost due to this (for personal view), but if it makes it possible to improve the graphics in the regular game, I would prefer it over anything else.

Jotisz:
In that case this may be usable too. Well after some extra work ofcourse since I only made it to get a general layout for a detailed texture I will over paint on this one.

Luther Blissett:
That's awesome. Is that the same sort of technique (projection painting sprite on from various angles)? If this does work for base sprites of course, we have to try and work out how to get a similar look in the new added content. I do think a lot of it is choosing the base colour from a fairly restricted palette (so a brown jacket is a recognisable "Fallout brown" etc), then using a bit of interpretation to try and get a "true" version of the garbled pixel mess.

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