i no :<
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Well, I've now blown off the team I was doing the thing for. Their artstyles are really unorganized and they wanted to keep a crappier, wasteful, non bumped, non specular, non artistic piece of shit version of it, so, for my portfolio, I'm free to do whatever I wanted to originally do to the ship.
http://img143.imageshack.us/img143/5...ogress1op1.jpg
One for Red Team and one for Blue Team? lol. Its still great.
No, I changed it all together, to be more like what I wanted, cause the guys don't have a clue about their own art style. Don't wanna work with a bunch of unprofessionals. Tweek was the only exception, but I can work with tweek any day of the week.
For me to satisfy their art wants and needs, I would literally have to make crappier, nonsensical unplanned undetailed crappier art than what I can. Theres now way I'm lowering myself, to make shitty art I don't like. Fuck.That.
post pics of the other one lol. the one that there keeping.
Ummmm, yah....
http://img403.imageshack.us/img403/4...lpeppersl2.png
http://img265.imageshack.us/img265/2...raddishoz6.png
Was bored. >.>
Btw looks epic dane, can't point out anything wrong with it.
who are "they"?
I'll have to wait for Tweek to get one for me, cause I don't have access to their private boards no more. Trust me though, it's dodgy.
Anyway, I've come up with an idea, to show people what bitmaps should look like when creating for next gen games.
The bump:
http://img229.imageshack.us/img229/3...berbumpiv6.jpg
Have different shades of white and grey, to have varying levels of height. the blacker, the deeper, the whiter, the higher. This can be kind of tricky though, see, depending on the range of whites and blacks you've used, if you used flat black, and flat white as your two totally different levels of height, you'll have much more range in height, and much deeper maps. For mine, I didn't want much variation, so I just had 2 different shades of grey, fairly close together in shade, but far apart enough to matter.
Also have a very faint copy paste of the specular, just to get a bit of minor detail in there.
If you want a normal map, you can easily use the Nvidia plugin for photoshop or any other sort of related application, and use the bump map to create it. I won't go into detail on that.
The Diffuse:
http://img46.imageshack.us/img46/574...diffuseri7.jpghttp://img113.imageshack.us/img113/4...diffusewl0.jpg
No light shading, nothing that has anything to do with lighting. All the Diffuse is, is the colour, and tone. Basically, what colours they are, where they are, in terms of detail (not totally flat and cel shaded colour, more variation) and how dark/light they are. Specular covers the shine.
The Specular:
http://img394.imageshack.us/img394/4...pecularvi0.jpg
The more white, the more that part shines, the more black, the less it shines. Spec maps should be pretty contrasted, and should contain more detail than the diffuse. A real life example of this is say, looking at a wall in your house, its a flat colour, yes? But, as you move around it in the light, some parts of the wall shine more than others, due to residue. This is what specular covers. It's not just good enough to simply copy your diffuse and greyscale it.
The Illumination:
http://img137.imageshack.us/img137/4...inationsc3.jpg
Since it's using so much less of the space, you can lower the resolution of it considerably. Whatever is black, won't glow, so for this, I only wanted the lights to glow, so I made everything else BUT the lights, totally pitch fucking black.
Complete render:
http://img143.imageshack.us/img143/5...ogress1op1.jpg
Hope this helps. Was thinking I should make a thread for this. Ya reckon?
I reckon you should make a video tutorial covering all this. I know it's a pain in the ass, but it would really help people.
Well, I would make a full length video of the creation of all of them, but since I can only upload at 5kb/s, that's not going to happen any time soon.