Skjalg Posted January 21, 2010 Report Posted January 21, 2010 people draw concept art of textures now? Quote
-HP- Posted January 21, 2010 Author Report Posted January 21, 2010 People are crazy man, I tell ya, crazyyy! Quote
KungFuSquirrel Posted January 23, 2010 Report Posted January 23, 2010 people draw concept art of textures now? It's more common than you might think. Lots of the Quake 4 textures were concepted out before they were modeled, we've done some of it here as well. You're looking at things that take a lot longer to create than they used to, so you get the same iterative benefits from concepting them roughly ahead of time that you would from a scene or character or what have you. Quote
Skjalg Posted January 23, 2010 Report Posted January 23, 2010 Ah okay, yeah I guess you're right! Quote
-HP- Posted January 24, 2010 Author Report Posted January 24, 2010 Exactly, check this for example: http://www.autodestruct.com/concept.htm Lot's of work was put into Quake4 concept art, which is great. I should definitely try and replay Quake4 from start to finish one of these days, I was too much of a Quake3 hardcore fan to enjoy Quake4 when it came out. I should try and replay it, even if it's just for the awesome art. Quote
Seldoon182 Posted March 30, 2010 Report Posted March 30, 2010 cool stuff as usual! indeed, but ditch the X =) The X is a tribute to the kind of movies [HP] likes to watch! Quote
arhurt Posted March 30, 2010 Report Posted March 30, 2010 ":2t0v8z5h]you should really watch out for ao bugs resulting from overlaying details, especially concave ones, on the highpoly model. its worth fixing that stuff in photoshop. Yeah, I did that but I had to rush it so some of the areas were left intact. it's the downside of using lot's of flotaters. The normal maps comes out clean, but one must do lot's of clean up on the AO map. Could you elaborate on that? Quote
Minos Posted March 31, 2010 Report Posted March 31, 2010 ":2zke7lhj]you should really watch out for ao bugs resulting from overlaying details, especially concave ones, on the highpoly model. its worth fixing that stuff in photoshop. Yeah, I did that but I had to rush it so some of the areas were left intact. it's the downside of using lot's of flotaters. The normal maps comes out clean, but one must do lot's of clean up on the AO map. Could you elaborate on that? The trick is to separate concave floaters and base geometry in different IDs, render out one AO map for each ID, and then combine both in photoshop. Much easier than fixing this stuff by hand. The same technique can be used to fix convex floaters. Just render one AO map with everything (floaters included) and another one with floaters only. Hope that makes sense. Quote
deceiver Posted March 31, 2010 Report Posted March 31, 2010 What do you mean by floaters, geometry that isn't sewed one with everything else? Also, could you show us examples of AO errors like you describe? Quote
Minos Posted March 31, 2010 Report Posted March 31, 2010 What do you mean by floaters, geometry that isn't sewed one with everything else? Also, could you show us examples of AO errors like you describe? http://www.3d-for-games.com/Forum/viewt ... 6651#p6651 Quote
deceiver Posted March 31, 2010 Report Posted March 31, 2010 Okay, thought so it was that. How about the AO errors you were talking about? Quote
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