Stefander
01-08-2007, 11:18 AM
Goodday, last week I've been working on a character for a techdemo for my crossplatform XNA engine, and I thought I'd share with you :) It's my first time ever to complete a character, so please don't be too hard on me, my modeling skills have become a bit rusty, also my first character in Maya since my teacher forced me to switch (arrrr to you, Raymond ;) ). So, without further ado, some pics of where I am currently. I resized every pic to be able to show to a larger audience =)
http://img222.imageshack.us/img222/9239/inenginegb3.jpg (http://imageshack.us)
Here it is in-engine, with all the custom shaders enabled. I know it looks a bit fuzzy, but that's the way I want it to be when it's actually in-game... At the moment it just looks funny in a T-pose, heh.
http://img89.imageshack.us/img89/8596/texturedxl2.jpg (http://imageshack.us)
Here it is with just my custom game skin shader, with a simple directional light. Looks nice even without the post-glow shader enabled.
http://img204.imageshack.us/img204/4856/highpolytd8.th.jpg (http://img204.imageshack.us/my.php?image=highpolytd8.jpg)
This is the source hi-poly model, even though I changed the normal map quite a bit it still shows pretty well what I was going for at the start (turned out I found it quite a bit too old and youngered him a bit by softening the normal map out).
http://img204.imageshack.us/img204/1338/lowpolymodeler6.th.jpg (http://img204.imageshack.us/my.php?image=lowpolymodeler6.jpg)
Various screengrabs from Maya, and at the bottom a slideshow just to show how the model actually reacts to light from different sources, and ofcourse to pimp my l33t n00b game shader programming skillz ;)
http://img232.imageshack.us/img232/3268/texturemapswl1.th.jpg (http://img232.imageshack.us/my.php?image=texturemapswl1.jpg)
Last but not least, the maps as they look now... My workflow is that I like to paint all the maps in a single PSD so I can overlay them and see exactly where some of the details are in the bump map, which enables me to work much more "to the pixel" than just overlaying the normal map and working in seperate files. Any comments would be greatly appreciated :)
http://img222.imageshack.us/img222/9239/inenginegb3.jpg (http://imageshack.us)
Here it is in-engine, with all the custom shaders enabled. I know it looks a bit fuzzy, but that's the way I want it to be when it's actually in-game... At the moment it just looks funny in a T-pose, heh.
http://img89.imageshack.us/img89/8596/texturedxl2.jpg (http://imageshack.us)
Here it is with just my custom game skin shader, with a simple directional light. Looks nice even without the post-glow shader enabled.
http://img204.imageshack.us/img204/4856/highpolytd8.th.jpg (http://img204.imageshack.us/my.php?image=highpolytd8.jpg)
This is the source hi-poly model, even though I changed the normal map quite a bit it still shows pretty well what I was going for at the start (turned out I found it quite a bit too old and youngered him a bit by softening the normal map out).
http://img204.imageshack.us/img204/1338/lowpolymodeler6.th.jpg (http://img204.imageshack.us/my.php?image=lowpolymodeler6.jpg)
Various screengrabs from Maya, and at the bottom a slideshow just to show how the model actually reacts to light from different sources, and ofcourse to pimp my l33t n00b game shader programming skillz ;)
http://img232.imageshack.us/img232/3268/texturemapswl1.th.jpg (http://img232.imageshack.us/my.php?image=texturemapswl1.jpg)
Last but not least, the maps as they look now... My workflow is that I like to paint all the maps in a single PSD so I can overlay them and see exactly where some of the details are in the bump map, which enables me to work much more "to the pixel" than just overlaying the normal map and working in seperate files. Any comments would be greatly appreciated :)
