Random WIP 2006-2011 - Page 333

Random WIP 2006-2011

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

Wombat wrote:well, he can try but i think such a detailed edges on 256x256 text gonna look like blured pigeon poop :) lets see how this gonna look like
Image
Image
sup
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Wombat
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Joined: 15 Dec 2008, 15:53

Re: Random WIP

Post by Wombat »

or i didnt understand 'speckled brush' properly, or i dont see it on ur model. nice btw ;p
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

I am not even sure about what technique that spiked was talking about. I was merely showing that a 256x256 is not a blurry mess.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: Random WIP

Post by Neddie »

Also see my Finnish StuG from way back for more evidence.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Random WIP

Post by Warlord Zsinj »

@ Smoth:
<- not Spiked :P

You only need two or three pixels width to make a speckled edge highlight. Right now they are straight lines, and that makes things look plastic-ey and flat.

Here's what I do: I always draw the line exactly the way you've done it, usually using the dodge tool on low opacity set to 'highlights'. Once I can see a faint outline of a line, I'll scribble all over it sliding in angles vaguely perpendicular to the line I've just drawn. It'll pick up on parts of the original line as well as create scratch marks. It's quick and easy, I find.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Random WIP

Post by Argh »

Resolution is a big issue with grunge/scratches. Lines aren't a big deal, they just have to convey light / darkness. The human eye is really forgiving about that kind of contrast.

Problem with grunge is that at low resolutions, you have a lot of texels reading from any one grunge pixel, and the result is usually pretty blocky, unless the object's small enough on the screen or the grunge is extremely attenuated. Basically, at low resolutions, you have to keep it subtle and not use specific detail, unless it's a really big dent or something. Within those limits, you can get away with a lot.

As an example, here's a grungy van using a 128 I painted (model by not maackey):

basic diffuse:
Image

grunge and lighting layer:
Image

normalmap:
Image

Close up, you can see issues with resolution- the normalmap isn't quite perfect, because the actual resolution isn't enough.
Image

At a typical distance, though, the texel resolution < texture resolution, so the filtered result is adequate:
Image
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Wombat
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Joined: 15 Dec 2008, 15:53

Re: Random WIP

Post by Wombat »

aww looks so sweet :D lacks ice cream on the roof :D
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Random WIP

Post by PicassoCT »

Thats why comic-styled mods and games are so timeless, there textures basically just consist of lines, with no details - and lines dont age.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Random WIP

Post by Argh »

Absolutely. At the same time, though, even that kind of rendering still has a long way to go, imo. I predict that we'll start seeing games that look a lot like an anime in realtime soon, though- triangle throughput is almost there now.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Random WIP

Post by Gota »

Argh wrote:Absolutely. At the same time, though, even that kind of rendering still has a long way to go, imo. I predict that we'll start seeing games that look a lot like an anime in realtime soon, though- triangle throughput is almost there now.
You mean like this?

http://www.youtube.com/watch?v=Fx-2Buu5 ... re=related

Looks exactly like the show and its PS2....
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Random WIP

Post by Pressure Line »

Okami is another one (I really love that game)
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KaiserJ
Community Representative
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Joined: 08 Sep 2008, 22:59

Re: Random WIP

Post by KaiserJ »

it should say "free candy" on the side
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Random WIP

Post by Argh »

If I ever do a Twisted Metal RTS, I'll be sure to include both suggestions, hehe.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Random WIP

Post by knorke »

twisted metal weee! :shock: do it.
or just any game with these vans!
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: Random WIP

Post by Neddie »

Carmageddon RTS.
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Random WIP

Post by MidKnight »

First fully textured model in almost a year. A simple mesh for a phone game thingy. More to come later.

Image
...It's been a long time.
I've gotten better, I think.
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Random WIP

Post by Wombat »

there is something strange on wings, and i luv this cabin texture
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Random WIP

Post by Forboding Angel »

rattle wrote:bullshit I've seen highly detailed textured at very low specs
On this note, the All Terrain factory in Evo is 18x18 iirc and the texture it's using is 128x128 and shit looks cash. So yes, rattle speaks the truth.

Edit: I was wrong, it's actually 21x21. So yeah, even more proving the point.
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Re: Random WIP

Post by aGorm »

Image

Thats right... Megabears the Movie... My first atempt at a high polly bear.

aGooooooooorrrrrrmmmmmmm
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Random WIP

Post by manolo_ »

awesome, cant wait to see it ingame :D :D :D
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