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Topic : "ok my first attempt at skinning a 3d wire frame." |
stneil777 member
Member # Joined: 02 Apr 2001 Posts: 418 Location: san jose california usa
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Posted: Mon May 07, 2001 11:30 pm |
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ok i never even tried to skin a 3d model matter of fact i had no idea what i was doing, lol.
i just seen the flattened wire frame and said hmm i will give it a shot.
i had someone else put it on the frame for me because i did not know how. he messed up i think thought the leg was supposed to be copied on each leg not just the one picture on both legs. But overal for my first attempt i am pretty happy with it.
[ May 08, 2001: Message edited by: stneil777 ] |
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Sumaleth Administrator
Member # Joined: 30 Oct 1999 Posts: 2898 Location: Australia
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Posted: Tue May 08, 2001 2:16 am |
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You would gain a lot by thinking more about values based on the position of the pretend lightsource. Usually for game textures it's best to pretend the like is above the character and slightly in front (slightly behind for when doing the back).
Now thing about what angle each surface on the character is in relation to that light. The top of the head would get direct light, under the chin would get the least, and sides would get varying degrees. Also think about distance from the light source - the top fart of feet would be slightly darker than the top part of the head because the light is further away.
Now you need to paint the values consistant with that setup. On an object of just one color, like this, the lightest color would be on the top of the head, and that would probably be used on the shoulders too (wherever cast shadow wouldn't obscruct). Darkest place is under the feet.
Also think about cast shadows, these do wonders to making game textures work well. Have cast shadows underneith each spike for example.
The approach you've used here, which is essentially "global illumination, no particular light source", is sometimes used, depending on the game engine and the graphical style of the game, but generally speaking correct values will make huge improvements to this type of texture.
A quick note about the dark patch on the head; the way this has been painted gives the impression that it's some sort of detail, but in this context it doesn't look right. It looks like shadow with nothing causing the shadow. This sort of thing can sometimes be "part of the skin" - in other words, the skin itself has inbuilt value changes across it, like a leopard or a zebra, but when doing this sort of thing on a game texture you need to be very careful to paint in in such a way that it looks like that, not like incorrect shadowing.
Row. |
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stneil777 member
Member # Joined: 02 Apr 2001 Posts: 418 Location: san jose california usa
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Posted: Tue May 08, 2001 4:17 am |
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WOW! thanx for all the advice it really made sense alot to me. After doing it one time i have alot more understand after i got to see were everything ended up.
when i did this i hade no idea what would end up were lol. Just went for it.
But, if i ever do another one of these everything you said will make a huge improvement all in it's self.
Thank you for taking the time to comment |
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Gambit member
Member # Joined: 01 Jul 2000 Posts: 213 Location: Las Vegas, NV, USA
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Posted: Thu May 10, 2001 9:32 am |
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Great stuff - You seem to learn quickly
Keep it up! |
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chiQ junior member
Member # Joined: 18 May 2001 Posts: 2 Location: NZ
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Posted: Fri May 18, 2001 5:36 am |
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Wouldn't mind seeing that on a model... |
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Gavin Greaves member
Member # Joined: 04 May 2001 Posts: 96 Location: UK
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Posted: Fri May 18, 2001 11:23 pm |
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I think you should post the final versions here too when you've done them, nice work
BTW: Let me shake your hand Mr. Stniel, as far as I can see you are doing a good thing for this forum, and just ignore those MeKoNs about the tramp thingy. Confidence is a precious and fragile thing, dont break cos of them......
-Gav |
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