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Re: Spiker

Posted: Sat Feb 01, 2014 12:20 am UTC
by Viech

Well, I think inflating and contracting the body is a good way to visualize recharge times and make the structure look more organic.

I think the fact that the shell isn't symmetric is good, as long as the divergence is so subtle that two Spikers next to each other don't look like twins. (The idea of assymetry is to create the impression that every structure has an individual, random pattern. If you can see that this is not the case, it's better to just go symmetrical.)


Re: Spiker

Posted: Sat Feb 01, 2014 12:52 am UTC
by lhdc
Wip_low3.jpg
Wip_low3.jpg (175.39 KiB) Viewed 9567 times

made some improvments, increase the density around the hole, i can put some more edge loops if neeeded.
i didint put more edge loops because of the polycount, its currently with 4.2k trys


Re: Spiker

Posted: Sat Feb 01, 2014 1:13 am UTC
by Viech

Looking good to me, but let's wait for gavlig's expertise. :smile:


Re: Spiker

Posted: Sat Feb 01, 2014 6:18 am UTC
by lhdc
Wip_colored.jpg
Wip_colored.jpg (90.91 KiB) Viewed 9551 times

Wainting on the feedback from gavlig.
doing some tests with the low poly and the color textures.
the engine suport the glow map for the eyes?


Re: Spiker

Posted: Sat Feb 01, 2014 6:19 am UTC
by kharnov

Yes, the engine supports a glow map for the eyes. Wow, this is coming out fantastic!


Re: Spiker

Posted: Sat Feb 01, 2014 6:32 am UTC
by lhdc

thank you :smile: im realy liking the results, cant wait to see on the engine :thumbup:


Re: Spiker

Posted: Sat Feb 01, 2014 6:38 am UTC
by kharnov

It's likely that gavlig will be animating the model, so once he gives his approval of the mesh you can consider the mesh done. Really impressed at how quickly you've done this, and I look forward to the end result.


Re: Spiker

Posted: Sat Feb 01, 2014 6:47 am UTC
by kharnov

In terms of texture maps, we support diffuse, specular, normal, glow, and gloss. For the spiker, I suppose that a gloss map might not be necessary, but you're still welcome to include one if you feel it's appropriate. Otherwise, we'll want diffuse, specular, and normal maps for the model, as well as glow maps for the eyes. You don't need to blur the glow map too much, our engine has bloom and will blur and brighten the eyes for you.


Re: Spiker

Posted: Sat Feb 01, 2014 9:05 am UTC
by gavlig

Ok, that looks better. And even more, that will work fine i think :) Good job!


Re: Spiker

Posted: Sat Feb 01, 2014 9:48 pm UTC
by lhdc
wip_spiker_color_1.jpg
wip_spiker_color_1.jpg (86.63 KiB) Viewed 9522 times
wip_spiker_color_2.jpg
wip_spiker_color_2.jpg (85.83 KiB) Viewed 9522 times
wip_spiker_color_3.jpeg
wip_spiker_color_3.jpeg (74.22 KiB) Viewed 9522 times

just made the final adjustments on the Maps, if you guys think the colors are correct its all done, if not will make the color corrections :thumbup:

how can i send the maps and the geometry for the animator, or who else in charge too keep the files?and in what format shoud i send it in .obj / .fbx?