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Jesus&Co.
03-23-2003, 06:09 AM
Hello my Children.

This concept was inspired by the up-and-coming Doom3 game. I plan to model it hi-res.

1st version:
http://www.imgmag.net/images/jesusco/zombiemarinebd.jpg

2nd version:
Plain black background
http://www.imgmag.net/images/jesusco/zombiemarinebd1.jpg

P.S.: Does anyone know how ID software actually make those game models in doom3 that look hi-res? Any feedback on this would be nice.

Peace.

wedge
03-23-2003, 06:19 AM
they use a high-depth bump map which allows shadows to be cast on details as if they were truly 3d. basically they make 1 high-res version and a low res version... they get lighting info from the high res version and apply it to the low res version.

Jesus&Co.
03-23-2003, 10:48 AM
Thanks for the feedback wgeddes. From what you have just mentioned, can this same method ID software are using in their doom3 game engine, be also applied to max? That is, can I model a hi-res version of this concept, then model a low-res version and do the same thing ID are currently doing with their models, but instead, use max?
Are there any tutes around on how to do this?

dosadi
03-25-2003, 03:55 PM
the technique is actually called normal mapping. Here is a link to a plugin for max that is currently in free beta testing
http://www.mankua.com/texkiln.cfm
I haven't played with it yet but it looks pretty cool.

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