
ART - Issue #87 - Morlock
#51
Posted 02 May 2005 - 11:50 AM
Digital Equinox
#52
Posted 02 May 2005 - 11:52 AM
Right now everything in your unrawp is tilted...
that's just my 2 cents...
#53
Posted 03 May 2005 - 12:15 PM
i'm not gonna do too much lighting, as i think it will look better if i bake it using a high poly model.
is there gonna be a seperate bump map for bulges such as veins and stuff, or just a normal map?
vaaish- the colour on the edges of the belly follows the contour of the scalse. i thought it would make it look more natural, but i guess its not noticeble enough. should i feather it away as you said, or make it more pronounced?
using hue for the tatoo doesnt look very good. i'll play around with it a bit more.
shinzon - the problems i'm having are with seams and stretching, not alignment. i guess i should have spent more time on fixing those things before i began texturing.
i never seem to have the patience to do that.
Attached Files
#54
Guest_Azrael_*
Posted 03 May 2005 - 12:44 PM

#55
Posted 03 May 2005 - 02:32 PM
Lets see about giving his skin more of the "aliens" coloration, dark almost like a carapace, but not a black, more a coffee black and without the underbelly.
The underbelly makes him look too terrestrial and "soft"
For markins make them more scimitar like in how th curve and are pointy to make him appear more aggressive. (fux, can you sketch up some markings like that?) The should look more burned into the skin in a way than actual bright tatoos... sort of a ritual branding and then war paint applied to make them appear even more fierce. (more like the concept pciture in the first post of this section.)
Another more complaicted thing to do is make thefront of his face more angular, the more I look at it, the more it appears to be ver broad across the face, again reading benign and not aggressive. (making that change shouldn't mess up your texture map much if any)
Edited by Vaaish, 03 May 2005 - 02:35 PM.
Digital Equinox
#56
Posted 04 May 2005 - 01:51 PM
i'v scraped the texture and started a new one.
#57
Posted 05 May 2005 - 05:22 PM
secondly, i'v started on a new texture.. i'm going for a smooth skin ("aliens" style) at the moment, but i think i'll add some sort off texture to it.. maybe scalse or something.
i'm looking into how protoss look. i like their skin texture.
i'm going to use very little shading, if any. i think that baking it with a normal map would be better.
i'm thinking of a shape for a tatoo, but i think that it should be put into a different thread about alien symbolism (or maybe not? i dunno..)
please post any and all constructive criticizm. having input is important.
Attached Files
#58
Posted 05 May 2005 - 05:46 PM
The shape of the hea is fine in the profice you posted as well.
Now what I would like to see is some muscle definition and blood vessels since he is pretty ripped, and maybe a slightly lighter variation of the skin color wrapping around his arms and going down his backinto the legs, sort of like tiger stripes. For tatoos, Lets see what Fux can sketch up.
EDIT: added quick paintup to show the general idea
Attached Files
Edited by Vaaish, 05 May 2005 - 06:00 PM.
Digital Equinox
#59
Posted 06 May 2005 - 12:54 PM
like give them claws or something. Right now the feet
almost look like hooves and i don't think that's fitting.
If it'd be troublesome then don't cuz you might end up
like this

That would be most unpleasent.
#60
Posted 06 May 2005 - 01:35 PM
Digital Equinox
#61
Posted 07 May 2005 - 04:42 PM
adding veins and cyber stuff..
started adding some stripes. lemme know what you think of the coulour and arrangement.
made the whole thig a bit brighter (you cant see all the detail if its so dark).
vaaish - i think i wanna do the muscle outlines with normal mapping and baking, and *then* pretty it up a little. you think it would work?
about the claws - it shouldnt be hard, and its the second complaint i get about the feet. they look fine to me, but maybe i should alter them?
i'm not touching the tatoos for now.
Attached Files
#62
Posted 07 May 2005 - 06:26 PM
Here I go an angry brother gonna make his move
But can I buck him in the city so I never lose?
See I'm a get him in the crowd with a couple heavies
And lay the barrel to the ground, hold the gat steady
And now I'm ready for my adversary, talk is cheap
I'm looking for a way to make a plan gonna keep it neat
So don't be telling me to get the non-violent spirit
'cause when I'm violent is the only time the devils hear it
'cause all I want to see is m****f***ing brains hanging

#63
Posted 07 May 2005 - 07:51 PM
vaaish - i think i wanna do the muscle outlines with normal mapping and baking, and *then* pretty it up a little. you think it would work?
about the claws - it shouldnt be hard, and its the second complaint i get about the feet. they look fine to me, but maybe i should alter them?
i'm not touching the tatoos for now.
Leave the feet as they are, in game I doubt pople will take time to examine them as closly and with the proper textur the won't look so plain.
I would alo make the red markings more visable because poeple with dark monitors aren't goning to be able to see them.
The standing goal of art right now is to create the models without normal mapping right now. We will come back after we have the game playable and add normal maps. That's the long way of saying, don't rely on the normal map to add detail since not everyone will have normal maps available on their cards.
Digital Equinox
#64
Posted 08 May 2005 - 02:40 PM
vaaish, am i allowed to rely on bump maps to define stuff?
fux - have you had any ideas about tatoos?
Attached Files
#65
Posted 08 May 2005 - 03:47 PM
i'm roughing in the major muscle masses. i wanna have all the muscles atlesast rought in before i continue doing anything else.
vaaish, am i allowed to rely on bump maps to define stuff?
fux - have you had any ideas about tatoos?
yes bump maps are fine.
Digital Equinox
#66
Posted 08 May 2005 - 06:32 PM
Tattoos are a sticky thing when you're talking about alien races, because human cultures have developed tatties that look like just about anything you can imagine. Anything from Mendhi/Henna decoration to brutal tribal tattooing, so it would be hard to invent a tattoo scheme that doesn't seem terrestrially rooted.
There are some very brutal scarring techniques practiced on earth but they are less pop-culture. What do you think of tribal scar patterns? You can make the scars any colour you wish, as long as they make some sense.. See if anything comes of that idea, if you like it. Otherwise, I'll do some tattooing research. Currently, celtic designs spring to mind as some of the most alien looking.
Here I go an angry brother gonna make his move
But can I buck him in the city so I never lose?
See I'm a get him in the crowd with a couple heavies
And lay the barrel to the ground, hold the gat steady
And now I'm ready for my adversary, talk is cheap
I'm looking for a way to make a plan gonna keep it neat
So don't be telling me to get the non-violent spirit
'cause when I'm violent is the only time the devils hear it
'cause all I want to see is m****f***ing brains hanging

#67
Posted 08 May 2005 - 07:23 PM
Digital Equinox
#68
Posted 11 May 2005 - 04:52 PM
Attached Files
#69
Posted 11 May 2005 - 05:19 PM
good job, i think the muscles really bring out its character..
#71
Posted 12 May 2005 - 07:10 AM
From Shinzons avatar, what about adding some blueish 'glow' or highlight to the morlocks face? It looks too dark. Maybe give the eyes an omnious glow too?
the truth about scientologySome people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.
#72
Posted 12 May 2005 - 08:35 AM
actually, i think something is missing.
From Shinzons avatar, what about adding some blueish 'glow' or highlight to the morlocks face? It looks too dark. Maybe give the eyes an omnious glow too?
I don't think he's touched the eyes yet and he still has to finish up the augmentations and add the scars...
Digital Equinox
#73
Posted 14 May 2005 - 06:41 AM
as for the eyes - i actually kinda like the way they look. adding a glow would be cool, but thats an in-game effect, isnt it? maybe i'll add some yellowish tint to the surrounding skin to simulate the glow.
i think what makes the eyes look bad is that they recieve shadows. how can i make the eyes self illuminate in the game? or at least not recieve shadows?
iv added more cyber stuff on the back. i havent put it on the erector spinea (or whatever you spell it) but rather on either side of it, to fill in some boring bits of the back.
oh! and i'v added a sexy tattoo!

p.s.
any and all commets and criticism is encouraged and appretiated!
Attached Files
Edited by gregie, 14 May 2005 - 06:44 AM.
#74
Posted 14 May 2005 - 07:54 AM
the truth about scientologySome people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.
#75
Posted 14 May 2005 - 10:02 AM

"The mind is like an umbrella, it functions best when open" - Walter Gropius

SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG
Now presented in DoubleVision (where drunk)
#76
Posted 14 May 2005 - 10:16 AM
Just to help everyone else, can you bump the highlights up by no more than 15% to make them a it more visable.
Digital Equinox
#77
Guest_Azrael_*
Posted 14 May 2005 - 12:52 PM
Looks just awesomemikker - shinzon's avatar is a protoss guy sitting by a monitor, which gives its face a blueish glow. it wouldn't look very good if i made the face glow, i think. maybe what makes you dislike it is that it's flat (unshaded), so i'v given it some shading. tell me if it helps.
as for the eyes - i actually kinda like the way they look. adding a glow would be cool, but thats an in-game effect, isnt it? maybe i'll add some yellowish tint to the surrounding skin to simulate the glow.
i think what makes the eyes look bad is that they recieve shadows. how can i make the eyes self illuminate in the game? or at least not recieve shadows?
iv added more cyber stuff on the back. i havent put it on the erector spinea (or whatever you spell it) but rather on either side of it, to fill in some boring bits of the back.
oh! and i'v added a sexy tattoo!
p.s.
any and all commets and criticism is encouraged and appretiated!


#78
Posted 14 May 2005 - 08:26 PM

Good job, looks good
#79
Posted 15 May 2005 - 02:42 AM

Excellent work so far, Gregie. You're the best thing that happened to this concept.
Here I go an angry brother gonna make his move
But can I buck him in the city so I never lose?
See I'm a get him in the crowd with a couple heavies
And lay the barrel to the ground, hold the gat steady
And now I'm ready for my adversary, talk is cheap
I'm looking for a way to make a plan gonna keep it neat
So don't be telling me to get the non-violent spirit
'cause when I'm violent is the only time the devils hear it
'cause all I want to see is m****f***ing brains hanging

#80
Posted 15 May 2005 - 09:04 AM
I second both these sentiments. Good work, gregie!Looks like the text department has their work cut out for them
Excellent work so far, Gregie. You're the best thing that happened to this concept.

#81
Posted 16 May 2005 - 01:01 AM
reading thru it now i see it has very little to do with how the model is turning out...
#82
Posted 16 May 2005 - 05:45 AM
I think you are almost finished with the model, all thats left are some ritual scaring maybe on the forehead or over the eyes and on the chest.
Digital Equinox
#83
Posted 16 May 2005 - 02:36 PM
the butt tattoo was meant as a joke, btw. i guess it wasnt clear enough.
one other thing: is there a way to make the eyes not recieve shadows in the game?
Attached Files
Edited by gregie, 16 May 2005 - 03:03 PM.
#84
Posted 16 May 2005 - 02:56 PM
Let me see if I can dig up some more info,
EDIT: idea for face paint
Attached Files
Edited by Vaaish, 16 May 2005 - 03:20 PM.
Digital Equinox
#85
Posted 17 May 2005 - 03:28 AM
the truth about scientologySome people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.
#86
Posted 17 May 2005 - 02:32 PM
took couple of hours to get used to it, but i think i'm starting to get the hang of it.
mikker - i'm not sure about the policy regarding multiple textures for the same creature. could someone enlighten me?
and does anyone from programming know if it would be possible to make the eyes glow?
Attached Files
#87
Posted 17 May 2005 - 02:36 PM
Instead of making the eyes have a glow haze around them why not just create an illumination map to make the eyes glow.
Could be particularly effective if they looked like embers or dully glowing coals.
Digital Equinox
#88
Posted 17 May 2005 - 03:05 PM
it seems wastefull, though, to add another map to the model just to make the eyes illuminate.
#89
Posted 17 May 2005 - 04:45 PM
Digital Equinox
#90
Posted 17 May 2005 - 06:52 PM

Greetings
Red Knight
Visit my blog at: flois.blogspot.com

Pookie cover me, I am going in.
#91
Posted 18 May 2005 - 05:20 PM
And the additional shader code is quite easy in terms of programming effort, so we get a lot effect for very little effort.
Rincewind

I love boost!!! The next best thing since the invention of C++.
#92
Posted 19 May 2005 - 03:59 PM
i'm gonna start rigging, as theres little left to do texture-wise.
if there is more to do on the texture - speak up.
in any case - i'll prolly add to it later - when i'm not so overfed with it.
Attached Files
#93
Posted 19 May 2005 - 04:24 PM
Beyond that I think we can package it and ship it.
Don't worry about the skeleton for now unless one of the prog guys wants to tell us a bit more about the OGRE animation system and what we can and can't do.
I also need to get a copy of the MAX file, texture and texture PSD to archive.
Digital Equinox
#94
Posted 19 May 2005 - 04:37 PM
so i guess no animating until the prog guys do their thing?
#95
Posted 19 May 2005 - 04:44 PM
I would leave it for now. I guess we'll have to schedule a meeting sometimes, so someone from you guys explains us a little about how animation works for you and we'll see what we can get out of Ogre. As far as I know, you should in general limit yourself in a maximum of 4 bone influences per vertex. Also, more bones in total, means more render calls => lower performance.i'll upload that stuff to the bugs site tomorrow.
so i guess no animating until the prog guys do their thing?
But since current focus is on planetscape/basescape, I would rather focus on other stuff right now.
Rincewind
P.S: That model looks awesome. When I find some time, I'm going to play around with some realtime shaders to at least make it show of in the XNet.

I love boost!!! The next best thing since the invention of C++.
#96
Posted 24 May 2005 - 09:10 PM
Attached Files
Edited by Vaaish, 25 May 2005 - 12:15 PM.
Digital Equinox
#97
Posted 25 May 2005 - 03:24 PM


Greetings
Red Knight
Visit my blog at: flois.blogspot.com

Pookie cover me, I am going in.