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.
Rendered in Experimental Rendering Engine.
Creature Concept by Mack Sztaba.
Drail - RPG Boss
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Drail - RPG Boss
Last edited by Simon on Wed Dec 29, 2010 11:59 pm, edited 1 time in total.
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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.
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.
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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.