ZylonBane on 30/5/2006 at 17:40
It does seem a bit high-poly for what it's doing. The lines are so thin that they'd probably best be modeled with textures instead of geometry. But overall definitely a good start!
Kolya on 30/5/2006 at 18:00
The ball seems to be sinking into the hand. (Oh yeah, great hand.)
The amp is truthful to the original ... and therfor a bit bland. :)
ZylonBane on 30/5/2006 at 19:29
Yes Kolya, we all know you're a greeble whore.
FunkyG on 30/5/2006 at 23:54
Greebles eh? ok, whats the poll:
A) Add slight greeblation... I'm thinking insetting some of those panels that the amp is made of and smoothing their edges...
B) leave it as is... true to the original. (although somewhat bland)
Yes it was sinking into the hand, thats been fixed.
Its working in game now! Looks very nice amongst the lights of the VB.
Question: Using standard max textures the colors come out quite dull. ie. not much in the way of highlights. why is this? i take it that the specularity and glossiness options wont carry through to ss2.
The thumb knuckle has been fixed, and the curve to the thumb end has been addressed.
Its going to look sweet with a texture, trust me. There is enough geometry there to give a great variation of light and shadow when walking around the level. add to that texture detail and empahsised highlights and shadows... pow! right in the kisser!
Anywho, you'll just have to wait, i dont intend to start texturing until the weekend... by which time i should have most of my models at a texturable state.
Anyway, i'll post a screen when i get home tonight.
Farewell till then
-Evan
Kolya on 31/5/2006 at 00:03
Thanks for putting the work into these models FunkyG. It's appreciated. :)
ZylonBane on 31/5/2006 at 00:08
Quote Posted by FunkyG
Question: Using standard max textures the colors come out quite dull. ie. not much in the way of highlights. why is this? i take it that the specularity and glossiness options wont carry through to ss2.
The Dark Engine (what SS2 runs on) supports flat-shading and gouraud shading (aka smoothing groups), transparency, and self-illumination. These material properties can easily be hand-tweaked in the .E files, which are just plaintext. Be aware that there's a bug in the renderer that causes textures to warp when any vertex moves off the edge of the screen, *if* it's UV mapped in a... umm... non-rectangular way. The big elbow pipes in SS2 really showcase this bug.
What you describe doing with the texturing sounds pretty cool.
FunkyG on 31/5/2006 at 00:09
Quote Posted by Kolya
Thanks for putting the work into these models FunkyG. It's appreciated. :)
It's a pleasure, really.
I want to get as much done as possible before my attention span runs out as i go and watch something shiny for a while...
Nameless_Voice on 31/5/2006 at 00:10
Quote Posted by FunkyG
Question: Using standard max textures the colors come out quite dull. ie. not much in the way of highlights. why is this? i take it that the specularity and glossiness options wont carry through to ss2.
Solid-colour ('RGB map') maps don't really work well in the Dark Engine - in most cases, no finished object should use them; everything should be textured.
Dark does not support highlights, specularity, or anything fancy. Any highlights have to be done in the texture.
FunkyG on 31/5/2006 at 00:13
Quote Posted by Nameless_Voice
Solid-colour ('flat shading') maps don't really work well in the Dark Engine - in most cases, no finished object should use them; everything should be textured.
Dark does not support highlights, specularity, or anything fancy. It's called flat shading for a reason. Any highlights have to be done in the texture.
Thanks Nameless... my suspicions were justified. none of the models are coming out until they've been textured.