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Drail - RPG Boss

PostPosted: Thu Dec 02, 2010 9:30 pm
by Simon
Here's another character for my game. It is about half and half Curvy maps and mesh sculpting - with the mesh sculpts made out of of merged lathes.

The trickiest bit was the shoulder guard, which I made by subtracting two lathes from a disc shape - first to make it hollow, then to cut it in half.

Image

Rendered in Experimental Rendering Engine.

Creature Concept by Mack Sztaba.

PostPosted: Sun Dec 05, 2010 9:04 am
by Mr.Nemo
Wow! Very impressive! I like the experimental rendering engine you've used on this.

PostPosted: Sun Dec 05, 2010 9:56 am
by mykyl
Really starting to show Curvy's potential there.

Mike

PostPosted: Sun Dec 05, 2010 1:19 pm
by Simon
It has got me really wanting adaptive subdivision in Curvy. A typical body part like the torso or upper arm has about 50,000 tris but I think I could get a lot more detail out of 20,000 tris + adaptive sub-d.

It also made me realise that the depth and forms are much better expressed in 2D when rendered with soft shadows.

The third thing I realised is that it would be good to have a lighting designer in Curvy so you are not limited to the few lightmaps that ship with it.

PostPosted: Wed Dec 29, 2010 11:58 pm
by Simon
Updated the lighting on this one:

Image

here is the old version:

Image

PostPosted: Mon Jan 17, 2011 6:43 am
by inac
Wow - which experimental rendering engine?

PostPosted: Tue Jul 19, 2011 9:12 am
by Simon
It's something I'm building for this game. It's a mixture of global-illumination and non-photorealistic rendering tricks.

PostPosted: Tue Jul 19, 2011 9:40 pm
by mykyl
I really love the lighting on these models.

Mike

PostPosted: Wed Jul 20, 2011 7:16 am
by Simon
I am very keen on subsurface scattering effects at the moment - it seems to be one big thing missing from game shaders. It takes quite a lot of processing to do accurately but getting a fake version working in realtime is possible. The effect here used a lot of post processing - effectively blurring the diffuse lighting and leaving the specular lighting sharp.