Posts by TeddyBear
-
-
Quote from TeddyBear
Final height product from my first real-world computing experiment (an entirely unique personal invention):[Blocked Image: http://img197.imageshack.us/img197/9858/handheightvu3.jpg]
It differs a bit from the other one posted earlier in the way that it contains 428 frames of footage instead of 38. The result is proof I can take any real world object and turn it into 3D (with height and normal information) with one digital camera recording and one click in Photoshop. This can save a great sum of money as the studios producing the same results today do it with terribly expensive and complex equipment. A patent application is in the works

Alright, I've optimised the computation with a more accurate stack opacity calculation; I realised that the previous one wasn't constant in its height increment. This and a few other additional overall improvements.
[Blocked Image: http://img168.imageshack.us/img168/8476/laboration1aproductlq0.jpg]
I'm thinking about starting a testing group for method improvements, would anyone be interested in this? Only requirements are a digital camera with a rec. function and fun ideas for objects to scan.

-
Quote from dissonance
wow. very nice.now, how fast is this guy going to move? are we going to be able to sit back, appreciate the texturing/modeling, and /then/ kill him?
He's a fast motherf... you don't really want to do that ^^Thanks all

st0lve, I agree it could look scarier with a few straws of hair indicating just recent hair loss due to zombiefication, we'll see

-
Really, really good over all but the groin area just doesn't cut it for me... it's too bare.





5/5 banjos
-
A bit more zombie-like now...
[Blocked Image: http://img297.imageshack.us/img297/3669/zombie10bmf4.jpg]
(in the rain)
-
I feel the urge to play Driv3r. Awesome Istanbul map.
-
Thanks everybody

Added some normal detail and the specular map:
[Blocked Image: http://img132.imageshack.us/img132/2964/zombie3ur0.jpg]
-
I think it's a good start d3. Nice foliage props

-
I use MV the most but it sure isn't my favourite, it's screwed up nowadays
I'd say Hammer. Brush based mapping is really an awesome concept in my mind. -
-
I like Pacific Assault and Blackhawk down. I played the Vietcong 2 demo and didn't like it at all (although I LOVED the first Vietcong, one of my all-time favourite games actually). The rest I haven't played.
-
Quote from Izuno
I think with the physics in HL2, They Hunger in source will get the proper gameplay palette it needs. Still, I am hoping it will be more than just an amped up Ravenholme.
Valve software once openly stated that their Ravenholme levels were inspired by Neil Manke's previous TH series work. However, TH:LS definately doesn't feel like Ravenholme, I'll tell you that.
-
With normal map:
[Blocked Image: http://img389.imageshack.us/img389/3771/zombie1wq2.jpg]
Now I will normal map the flesh and add a specular map for gory goodness
Oh, don't mind the eyes, they are just temporary. -
An update on that diffuse:
[Blocked Image: http://img108.imageshack.us/img108/3279/zdiffuse9lx0.jpg]
Time for zombiefyin'

-
Today and yesterday I came up with the idea for and wrote two actions for photoshop that both generate normal information (I want to avoid using external filters for user simplicity purposes). The first, most complex action generates a normal map from light information. The second action generates normal information from height maps.
Result for the first action (light to normal):
[Blocked Image: http://img294.imageshack.us/img294/1539/light2normalv1ms0.jpg]
Here's the second action (height to normal). These are very fresh pictures of the very first version. This is for generating better results than, say the nVidia normal map filter but I'm not quite there yet (still playing around).
Height information:
[Blocked Image: http://www.ultimategameprogramming.com/screenshots/Gl_BruteForcebg.jpg]
The action:
[Blocked Image: http://img520.imageshack.us/img520/4556/height2normalv1sh7.jpg]
nVidia filter:
[Blocked Image: http://img359.imageshack.us/img359/2082/height2normalnvidiacompqg0.jpg]
-
-
st0lve: Soon... right now he's just the average brutalized Joe (with wireframe for blood, but still
I'll add the fun stuff today...).ifO: It's something I do on my free time but I consult professors for guidance now and then. Ryan Clark has a method that produces pretty similar results, try google him. Mine are more accurate though

I think the industry inspired me to develop this because of its lack of similar method appliances (the method is even simpler and faster than modelling the normal/height information and produces real-world results). I have a ten page thesis/guide that I will publish pretty soon (I hope, it depends on many things).
-
And some early sketches of the skin diffuse to go along:
[Blocked Image: http://img238.imageshack.us/img238/4043/zdiffuse4hv8.jpg]
-
Good work

My critisism lies in the lighting. I don't think HDR does well for your map with the current lighing settings you have now. It looks a bit messy and unrealistic. Otherwise I think you did a A+ job on the architecture.
-
A very unfinished normal map I'm currently working on:
[Blocked Image: http://img128.imageshack.us/img128/6015/zheadnv2.jpg]