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3d models development

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Jotisz:
Oddly but I think these types of textures are better looking in game then the realistic more detailed once. And unlike the previous painted texture they don't look distorted.

Mike Crosser:
Looks great in my opinion

White tiger:
Wow! In recent years, there was so much!
Guys, it's very cool what you are doing! Lots of new meshes and animations! I look forward to, when it will be possible to
play with the 3d fallout. It's a pity I have seyas not much free time to draw certain things, too.
Good luck and an early start to the open 3d test. )

Luther Blissett:

--- Quote from: Jotisz on May 08, 2012, 10:15:39 am ---Oddly but I think these types of textures are better looking in game then the realistic more detailed once. And unlike the previous painted texture they don't look distorted.

--- End quote ---

I'm pretty sure the originals wouldn't have used photorealistic texturing, so it sort of makes sense that "90s style" texturing would look more correct in game. In a sense, the technique is not incredibly dissimilar to the pixel-painted sprite adjustments of the modding heroes (50,000 sprites!) from NMA.

As said, the previous painted ones were "for reference" to produce what I'm doing now - these ones should be completely undistorted and should look relatively normal for anyone wanting to edit or adjust them. My next step is to tidy up this "overlay layer" a bit and do a bit more work on the colour palette. I've also got a "pixel map" (i.e. shapes of individual pixels projected onto the model), though I'm not sure if it's really any use other than as a curiosity.

There's still quite a way to go, but I think a few hours of playing with the texture will be enough to call it "done for now" and start applying / preparing similar for the other characters. We can always go back and perfect this stuff in the future, but if I can get it close enough now that it "feels right" when placed near the 2D characters, then that's probably usable for the time being. To get a perfect 1:1 with the original sprite, we'd actually have to adjust the model and idle pose a little, but I'm very hesitant to do this because it would mean adding a whole load of extra work for the tiniest bit of difference. Again, as the "shadow and form" layer is separate, it can be improved in future and simply re-applied to the textures to update them.

Karpov:
Looks good so far Luther.If you can make a base texture, it would be very easy to recolor and use as standard skins. Are you using the "Clothing Layers"? If so, I'll add the third layer for footwear.

What's that about the idle pose? Is it the way the forearm bends? I noticed that from the rear views. Maybe I can correct it.

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