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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 (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.
Re: Spiker
Posted: Sat Feb 01, 2014 6:18 am UTC
by lhdc
- 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 im realy liking the results, cant wait to see on the engine
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