Drail - RPG Boss

Show us your Curvy art here

Drail - RPG Boss

Postby Simon » Thu Dec 02, 2010 9:30 pm

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.
Last edited by Simon on Wed Dec 29, 2010 11:59 pm, edited 1 time in total.
Simon
C.E.O.
 
Posts: 1677
Joined: Wed Dec 01, 2004 8:13 am
Location: Kingston Upon Thames, U.K.

Postby Mr.Nemo » Sun Dec 05, 2010 9:04 am

Wow! Very impressive! I like the experimental rendering engine you've used on this.
C is missing : Scream's pain of Clicking dost my Keyboard a Thinkin'. I need a new Laptop.
Mr.Nemo
Board Chairman
 
Posts: 841
Joined: Wed Feb 04, 2004 10:28 pm
Location: Denver, CO

Postby mykyl » Sun Dec 05, 2010 9:56 am

Really starting to show Curvy's potential there.

Mike
mykyl
Curvy3D Professional
 
Posts: 502
Joined: Tue Nov 30, 2004 7:48 pm
Location: Scotland

Postby Simon » Sun Dec 05, 2010 1:19 pm

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.
Simon
C.E.O.
 
Posts: 1677
Joined: Wed Dec 01, 2004 8:13 am
Location: Kingston Upon Thames, U.K.

Postby Simon » Wed Dec 29, 2010 11:58 pm

Updated the lighting on this one:

Image

here is the old version:

Image
Simon
C.E.O.
 
Posts: 1677
Joined: Wed Dec 01, 2004 8:13 am
Location: Kingston Upon Thames, U.K.

Postby inac » Mon Jan 17, 2011 6:43 am

Wow - which experimental rendering engine?
inac
 
Posts: 2
Joined: Mon Jan 17, 2011 1:32 am
Location: US

Postby Simon » Tue Jul 19, 2011 9:12 am

It's something I'm building for this game. It's a mixture of global-illumination and non-photorealistic rendering tricks.
Simon
C.E.O.
 
Posts: 1677
Joined: Wed Dec 01, 2004 8:13 am
Location: Kingston Upon Thames, U.K.

Postby mykyl » Tue Jul 19, 2011 9:40 pm

I really love the lighting on these models.

Mike
mykyl
Curvy3D Professional
 
Posts: 502
Joined: Tue Nov 30, 2004 7:48 pm
Location: Scotland

Postby Simon » Wed Jul 20, 2011 7:16 am

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.
Simon
C.E.O.
 
Posts: 1677
Joined: Wed Dec 01, 2004 8:13 am
Location: Kingston Upon Thames, U.K.


Return to Gallery

Who is online

Users browsing this forum: No registered users and 0 guests

cron