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florian
08-27-2004, 03:39 PM
Hi there

I've started this thread because some artists in my Final3d thread
(View signature) asked some question, that i can answer by posting these pictures.

critques are welcome :thumbsup:

http://img37.exs.cx/img37/5841/apeBody.th.jpg (http://img37.exs.cx/my.php?loc=img37&image=apeBody.jpg)

http://img36.exs.cx/img36/7262/apeFace.th.jpg (http://img36.exs.cx/my.php?loc=img36&image=apeFace.jpg)

http://img35.exs.cx/img35/7851/China.th.jpg (http://img35.exs.cx/my.php?loc=img35&image=China2.jpg)

http://img34.exs.cx/img34/9063/ChinaMesh.th.jpg (http://img34.exs.cx/my.php?loc=img34&image=ChinaMesh.jpg)

http://img47.exs.cx/img47/5848/PandaBody.th.jpg (http://img47.exs.cx/my.php?loc=img47&image=PandaBody.jpg)

http://img48.exs.cx/img48/2448/RhinoBody.th.jpg (http://img48.exs.cx/my.php?loc=img48&image=RhinoBody.jpg)

Littleberu
08-27-2004, 03:47 PM
Sweet Christmas!! That is some awesome work! GOOD job there! ;)

What is it for?

AndyH
08-27-2004, 03:49 PM
Aieeee!

Florian comes to conquer the games forum too!

Excellent models - great textures and really nice environments!
Whats it for? Are you working for a game or something? At what company?

florian
08-27-2004, 04:14 PM
Thanks Andy H
I really don't want to conquer anything. :D
Also thanks for your nice words in my final3d thread (**)
I work for a german game company (phenomedia).
Not sure if i'm allowed to post the name of it here.
It's still far away from beeing finished. I hope it will kick ass (for sure it will kick balls of course)
:eek:

Schwinnz
08-27-2004, 07:22 PM
Very impressed, nothing to crit.

Only one question. How do you get these nice reflexions ? Is that a custom .FX shader ?

florian
08-27-2004, 07:40 PM
thanx Schwinnz

All head textures are based on a highPoly model. Because there is no dynamic light change in the level, i placed a diffuse skylight and another lightsource to give a highlight.
Unwrapped it - baked it - and put on the lowPoly.
If they are moving you can't see those details. (which would be wrong, of course) :D
But in the cutscences it looks pretty cool.
These tricks are nice to make that game run smoothly on every machine, and still look good.
No...you don't need a Geforce6800 or pixelshader3.0 .But you can play in bigResolution and turn on the 16x Antialiasing which is also cool)

Having the High-Res modells is good for all advertitsment stuff. (or perhaps part2 of the game...who knows)

is Schwinnz your real name? sounds strange to germans

oohps...it's not. I've just visited your site. I love those Larry&Fingers style. :thumbsup:

Oldbean
08-27-2004, 07:59 PM
Seriously cool. Nice texturing... ...no beautiful texturing http://cgtalk.com/images/smilies/clap.gif

To be honest I couldn't tell that you were using normal maps until I saw the ape face image, maybe you could make better use of them (not that you're making BAD use of them (hope you know what I mean)). Another thing is that the feet on the ape could do with work and the stretching is terrible between the legs. This wouldn't normally matter I suppose but for a football or (soccer) game it might be best to fix.

I also find it weird how you have textured the lighting in the head but not in hands and feet etc.

The orange monkey's bald head needs work IMO 'cause it looks a little like he's wearing a swimming cap.

Finally the fur on the black and white ape looks a little too random and messy and there's a seam that annoying me on the inside of the leg.

Oh, and looking at the panda, could we/I see some more angles. It might just me but his tummy on the textured version looks flat.

I'm really intrigued by this

But it's more than just a gamelol, looking forward to updates (if we are allowed any)

But I really do like what I see. Theres some problems with textures in the environment but you've probably noticed already (seams, the rows of grass, and where goal posts and corner flags go into the ground there should be some sort of hole in the grass).

florian
08-27-2004, 08:39 PM
heya Critique :thumbsup:

ok...Thats the fun of it...There are no normal maps. If you take a look at the apebody picture, that's his facemap. (and the reason I made the highpoly)
There's no dynamic lightning, and not really a use of normalMaps (except increasing the hardware requirements and saying that we are using the same technique as Doom3):argh:

There is no lightning on hands and feets, because they change position drastically. In that case it would look strange. I let the regular shading take that part.

orange monkey: well...he is :hmm: (not really) but some of them are wearing hats, caps or other meshes.

Perhaps you could grab the ape picture and draw where you found seams and stretches.
After working so long on this, i've lost my eye for those details.

Enviroment: Yes. the seams suck a bit. But i don't know how to have the colorvariation on the field, but get it connected to the border?
There are holes...otherwise the cornerflags would fall down...am i right, or what? :p

Panda: The tummy on the textured version looks more flat, because there is some shading on the texture, that makes it look like it. (That was not ment to be that way)
But textures already changed. I will take a look at it. Thanks.

ok...i must admit...it's a game. I will show some of the other levels soon.

thanks a lot for critique.

Schwinnz
08-27-2004, 11:12 PM
thanx Schwinnz

All head textures are based on a highPoly model. Because there is no dynamic light change in the level, i placed a diffuse skylight and another lightsource to give a highlight.
Unwrapped it - baked it - and put on the lowPoly.
If they are moving you can't see those details. (which would be wrong, of course) :D
But in the cutscences it looks pretty cool.
These tricks are nice to make that game run smoothly on every machine, and still look good.
No...you don't need a Geforce6800 or pixelshader3.0 .But you can play in bigResolution and turn on the 16x Antialiasing which is also cool)

Having the High-Res modells is good for all advertitsment stuff. (or perhaps part2 of the game...who knows)

is Schwinnz your real name? sounds strange to germans

oohps...it's not. I've just visited your site. I love those Larry&Fingers style. :thumbsup: The question is more about how do you get such nice dx rendering in max viewports, especially the water environment map (or is it interactive reflexion). I'm trying to get an engine looking "work area" without the hassle of going back and forth between the game engine and max to see the look difference.

Schwinnz is an old punk/ska band from my city that doesn't exist anymore.

Thanks for the comments on Larry & Fingers level design ! :)

Dhin
08-28-2004, 08:18 AM
Very cool stuff, killer style. I can really say more than . . . they . . . are . . . just . . . SO . . . BEAUTIFUL!

MFTituS
08-29-2004, 12:33 AM
so these are your lowpoly works :)

i like the rhinos most. the face is great and looks so cude :thumbsup:
folds arenīt your friends, arenīt they? :) the faces are always detailed but the rest looks a bit fast done.
the eyes could look more livley - they look like knobeyes of teddys, only dark with lightreflections.
iīm missing colourvariations too. you should play with some colour and put different tones in the faces.
i donīt like the dark shadowed sides on the shirt.

iīm curious about what comes next :)

Prs-Phil
08-29-2004, 01:30 PM
very impressive. Great to see that Ph. has such competent artist working for them.

Ingurum
08-29-2004, 01:50 PM
lovely work!

really nice meshes, and the textures are good 2.

Slythis
08-30-2004, 04:11 AM
wow, awesome stuff you got here!

Embryosys
08-30-2004, 08:35 AM
awesome work there, dig the characters.

florian
09-01-2004, 10:58 AM
Sorry Schwinnz i forgot you.
I had to celebrate my first award :)

There is no dx shader. The reflections are just mirrored geometrie under a slightly transperend plane. The Game was designed to work also on "older" systems smoothly. Even if it would be a shader (or some Engine redering technique) it would be calculated nearly the same way. If i do it like this, if have much more controll what is needed and which polys can be deleted. Because i'm using vertexColors it's easy to change the color of the reflection. (It's more blue)
Everything else is standard material with vertex-Colors based on a Radiosity solution.
Lightend with a image based skylight and assigned to vertexColor.
(to be found in the Utilities Toolbar)

I hope that answers your question

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