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ORC- texture + shadowmap.

ORC- texture + shadowmap.
Name:Radoslaw Marcin Kurczewski
Date Posted:Dec 05, 2006
Rating:Not Rated
Public:YES
Comments:YES
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Blog post
I've managed to cut out 4 hrs from my sleep time to work on texture for a while. Main elements are there (sorry, showing without normal map for a while)- tomorrow I will just finish off plate borders (right now they are simply not realistic enough) and add some "sweeteners" I am not sure what to do with cables at his back- I know I will have to assign separate shader with cube map reflections to them to give them "metallic" but... well... I think I will worry later on. By the way- I noticed that for standard TSE 3rd person camera setting makes using texture res above 1024 x 1024 meaningless. Good for memory management, especially in case of various skins. Of course, it will not work with all gameplay types but that's rather obvious, isn't it ?


Recent Blog Posts
List:09/10/08 - Austrian grenadier- normal mapping
08/25/08 - Austrian grenadier- low poly model
04/05/08 - Salome- textures (at long last)
03/26/08 - Salome- UV mapping and shader planning
03/23/08 - Salome goes TGEA
03/19/08 - Collisions- how design might change approach to tools
03/07/08 - Salome and swords
02/20/08 - Dragonbane... and some mumbling

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Evi - Cubix Studio   (Dec 05, 2006 at 03:58 GMT)
woooot !
that looks awesome Rado :D
can't wait to see the normal mapped version,
btw i checked your old plan/blog too, you have a very nice and steady progress hohoho.... !!

Radoslaw Marcin Kurczewski   (Dec 05, 2006 at 04:27 GMT)
Ha ! When I noticed that kawai character I knew I've seen your work before. Domo arigato gozaimashita !!! (Honored to see you here, seriously speaking).

Brian "Ayavaron" Ross II   (Dec 05, 2006 at 04:45 GMT)
That looks solid but far from perfect. I really suggest you take this to a real 3D art discussion board for critique. CGchat and CGtalk are good. CGchat is smaller but that's what I like about it.

The main problem I see with it is that the midsection is too small and uses colors not carried by other parts of the model. It looks like an unfinished piece of placeholder.
I also suggest slopping up your normal map a little. It looks a little too smooth. You can barely tell it is there.

Tom Bentz   (Dec 05, 2006 at 07:20 GMT)
Nice progress!

Dan MacDonald   (Dec 05, 2006 at 09:20 GMT)
Careful you don't burn out, the pace your working at can be sustained for a while, but not indefinably.

Thak   (Dec 05, 2006 at 09:51 GMT)
Nice, starting too look really cool. ;) Yeah the light grey parts should be darker to fit with the overall appearance. Great Progress.

Radoslaw Marcin Kurczewski   (Dec 05, 2006 at 10:50 GMT)
Thanks guys- I agree on this middle thing issue but when it comes to other light parts- well, maybe it's just my bad taste but I think I will keep them for contrast

@Brian "Ayavaron" Ross II - man, I never claimed to be perfect- I feel almost flattered by you using such a term :D.

Talking about showing progress on 3d pages pages- that would be good if I would ask for input, feel uncertain of "how to do this or that". Sure I do that from time to time (as every person working in 3d does ) but reason I am writing on GG is not seeking input or crits (although they are most welcome) but marking my presence here, in place where so many of my customers and friends drop by.

@ Dan MacDonald- that's ok, thanks for care. I will take some rest later on. After all- better sleepy then hungry (and this models are whats been feeding me for last 10 years or so) :)
Edited on Dec 05, 2006 16:44 GMT

Florian   (Dec 06, 2006 at 13:32 GMT)
i like the grunge but the base texture looks pretty sloppy, not metalic like
and it could use a lot of details cause right now the brighter metal looks kinda dull
but nice work until now^^

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