Alas poor Impy...

If the Ivory Tower is the brain of the board, and the Transformers discussion is its heart, then General Discussions is the waste disposal pipe. Or kidney. Or something suitably pulpy and soft, like 4 week old bananas.

Moderators:Best First, spiderfrommars, IronHide

Post Reply
User avatar
Impactor returns 2.0
Big Honking Planet Eater
Posts:6885
Joined:Sat Sep 22, 2001 11:00 pm
::Starlord
Location:Your Mums
Alas poor Impy...

Post by Impactor returns 2.0 » Wed Feb 02, 2005 2:55 am

Some texture work I was doing to Impys head, went a bit OTT and decided to bash him up good...

Image
Image

User avatar
Emperor_Starscream
Decepticon Cannon Fodder
Posts:93
Joined:Thu Dec 09, 2004 5:55 am
Location:Lima. Peru

Post by Emperor_Starscream » Wed Feb 02, 2005 4:42 am

poor poor impy :cry: but not worry...he will return :lol:

User avatar
Redstreak
Got turned into the Spacebridge
Posts:217
Joined:Sun Dec 23, 2001 12:00 am
Location:Detroit, MI, USA

Post by Redstreak » Wed Feb 02, 2005 6:32 am

Kinda looks like the T-1000 pre-regeneration.
Image
Sex with animals? There's no time, man! --Master Shake

User avatar
Impactor returns 2.0
Big Honking Planet Eater
Posts:6885
Joined:Sat Sep 22, 2001 11:00 pm
::Starlord
Location:Your Mums

Post by Impactor returns 2.0 » Wed Feb 02, 2005 12:06 pm

I admit i did Photoshop in a few effects like spec bloom etc...

I guess alot of TF face materials would just be matt silver finnish, so I got bored with that and started seeing if I could actually unwrap my mesh and texture it properly, and finnaly im happy that ive done this, ive spent years working out a decent method!
Image

User avatar
Best First
King of the, er, Kingdom.
Posts:9750
Joined:Tue Oct 17, 2000 11:00 pm
Location:Manchester, UK
Contact:

Post by Best First » Wed Feb 02, 2005 1:00 pm

ouch.
Image

User avatar
Dylan
Smart Mouthed Rodent
Posts:550
Joined:Mon Jan 29, 2001 12:00 am
Location:The Hague, the Netherlands
Contact:

Post by Dylan » Wed Feb 02, 2005 1:18 pm

Looking cool already, mate! Just make sure the textures aren't stretched too much. I think you need a bit more detail in there, meaning you have to put more pixels in there. Also keep the texture scaling constant over the various surfaces!

I myself am always partial to keeping the color scheme simple and elegant. Too many colors quickly looks too crowded and busy. Not sure if that's possible with a thing such as damage though.

Looking forward to more!

User avatar
Impactor returns 2.0
Big Honking Planet Eater
Posts:6885
Joined:Sat Sep 22, 2001 11:00 pm
::Starlord
Location:Your Mums

Post by Impactor returns 2.0 » Wed Feb 02, 2005 1:41 pm

cheers ppl.

Yeah that texture ress needs to fly up - im being lame its only like 512x512, when I could run like 2056x2056 to be honest - its not gonna slow renders down much...

Good point on texture scaling, thats somthing that did escape me, im gonna go back and have another go.

On thing I have noticed, is due to the lack of model detail, it can look a bit naf. if i wasnt so lazy I should go back and model in tears on the steel etc.., wouldnt be that hard as I have a texture to look at now :p
Image

User avatar
Dylan
Smart Mouthed Rodent
Posts:550
Joined:Mon Jan 29, 2001 12:00 am
Location:The Hague, the Netherlands
Contact:

Post by Dylan » Wed Feb 02, 2005 1:51 pm

That's 2048. :)

Yeah, you could go in and actually modify the geometry, that might produce more convincing results. It's all about zoom levels and detail. A close up like this image might require a bit more definition.

Still, bump maps can go a long way!

User avatar
Impactor returns 2.0
Big Honking Planet Eater
Posts:6885
Joined:Sat Sep 22, 2001 11:00 pm
::Starlord
Location:Your Mums

Post by Impactor returns 2.0 » Wed Feb 02, 2005 2:09 pm

Dylan wrote:That's 2048. :)
you see this is why im taking extra math classes at the moment... :lol:

i wonder what I could achive with normal maps, I understand the concept, not to sure how to implement. subdeviding parts of the mesh (alot) and using some displacement might be cool.

of course if micro trigangle displacement (MTD) actually worked properly then id use that...
Image

User avatar
Dylan
Smart Mouthed Rodent
Posts:550
Joined:Mon Jan 29, 2001 12:00 am
Location:The Hague, the Netherlands
Contact:

Post by Dylan » Wed Feb 02, 2005 2:29 pm

As far as I understand, the benefit / principle of normal maps is that you create a high poly version manually and use that as input for the low poly version.
Normal maps actually have 3 channels (sort of like RGB), where as bump maps is simply a single channel grey scale image.

Maybe import it in ZBrush? :)

User avatar
Impactor returns 2.0
Big Honking Planet Eater
Posts:6885
Joined:Sat Sep 22, 2001 11:00 pm
::Starlord
Location:Your Mums

Post by Impactor returns 2.0 » Wed Feb 02, 2005 2:47 pm

I have imported it a few times, yet im having ress problems, again I think the mesh needs more subD.
Ill have to have another go at that.
Image

Post Reply