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« Reply #15 on: June 03, 2013, 02:21:23 PM » |
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I can help you as you want.
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« Reply #16 on: June 03, 2013, 02:46:18 PM » |
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Okay. I have a new version of Bowser's texture, and the scales are nearly finished. I need someone to test how it's coming along, so...Who'd be willing to apply the speculars and new texture?
I still volunteer.
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« Reply #17 on: June 03, 2013, 02:51:08 PM » |
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I need someone who can apply speculars to characters ala C.Falcon.
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3DS Friend Code: 2895-6640-9302
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« Reply #18 on: June 03, 2013, 03:40:48 PM » |
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I need someone who can apply speculars to characters ala C.Falcon.
I could test it for you. I know how to add specular maps to characters. P.S. - Bowser is my favorite character, so it'd be neat to see him with Specular mapping.
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JoeTE ~ Now copying lifeform data!
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« Reply #19 on: June 03, 2013, 04:47:45 PM » |
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Would be nice to have one for Giga, too. Just throwing it out there.
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« Reply #20 on: June 03, 2013, 10:39:25 PM » |
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I could test it for you. I know how to add specular maps to characters. P.S. - Bowser is my favorite character, so it'd be neat to see him with Specular mapping. I'll send you the stuff via PM then. Be sure to send me screenies. Would be nice to have one for Giga, too. Just throwing it out there. I probably won't do him for a while. He's pretty damn big..
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3DS Friend Code: 2895-6640-9302
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« Reply #22 on: June 04, 2013, 11:07:43 AM » |
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Ok, thank you for having ignored me.
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« Reply #23 on: June 04, 2013, 12:16:52 PM » |
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Wow. Didn't expect Alba to pay a visit. You're welcome. =) Ok, thank you for having ignored me.
I'm sorry about that, man. I didn't mean to come off that way... JoeTE already tested it. It's coming along nicely but there needs to be a way to increase the surface area of how much of the specular is shown at a time, otherwise we'll be stuck with it being merely C.Falcon-styled shine, and considering Bowser's skin is not made of rubber. I can't have that. Speaking of: Here's the screenshot he took to get an idea what it looks like. Somewhat.
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3DS Friend Code: 2895-6640-9302
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« Reply #24 on: June 04, 2013, 12:35:48 PM » |
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Wow. Didn't expect Alba to pay a visit. You're welcome. =)
I'm sorry about that, man. I didn't mean to come off that way...
JoeTE already tested it. It's coming along nicely but there needs to be a way to increase the surface area of how much of the specular is shown at a time, otherwise we'll be stuck with it being merely C.Falcon-styled shine, and considering Bowser's skin is not made of rubber. I can't have that.
Yeah, the spec map isn't too noticeable in that screenshot I showed earlier. But that is definitely be fixable, using the information I just sent you via PM. I'll leave a copy of the information here (just in case anyone else wants to see it and/or the new screenshots I provided.) You know the whole "white=fully visible / black=not visible" aspect of specular maps? In Brawl's case, that ALSO applies to the highlight texture. In this example, I'm using this highlight texture: The darkest part is not fully black, and various parts a bit brighter. Now, here's some in-game screenshots of the altered highlight in tandem with the previously shown diffuse/spec maps: Notice how the specular map's details are at least slightly visible throughout the entire model, with some parts being brighter (as usual)? Using that same logic, making the highlight a solid color makes the spec map use the same level of brightness on every part of the model (no matter what angle the camera is at.) Likewise, making it full-on black makes it look like there isn't a spec map at all, and making it full-on white makes the entire thing fully visible, like this: Now, the idea is to adjust the highlight texture's brightness and pattern until you find a white/black balance that works well for the effect you're trying to pull off.
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« Last Edit: June 04, 2013, 12:36:46 PM by JoeTE »
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JoeTE ~ Now copying lifeform data!
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« Reply #25 on: June 04, 2013, 01:05:22 PM » |
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Yeah, the spec map isn't too noticeable in that screenshot I showed earlier. But that is definitely be fixable, using the information I just sent you via PM. I'll leave a copy of the information here (just in case anyone else wants to see it and/or the new screenshots I provided.) You know the whole "white=fully visible / black=not visible" aspect of specular maps? In Brawl's case, that ALSO applies to the highlight texture. In this example, I'm using this highlight texture: The darkest part is not fully black, and various parts a bit brighter. Now, here's some in-game screenshots of the altered highlight in tandem with the previously shown diffuse/spec maps: Notice how the specular map's details are at least slightly visible throughout the entire model, with some parts being brighter (as usual)? Using that same logic, making the highlight a solid color makes the spec map use the same level of brightness on every part of the model (no matter what angle the camera is at.) Likewise, making it full-on black makes it look like there isn't a spec map at all, and making it full-on white makes the entire thing fully visible, like this: Now, the idea is to adjust the highlight texture's brightness and pattern until you find a white/black balance that works well for the effect you're trying to pull off. Well, I've always thought of Bowser's scales and being armor-like, so I want them to have a semi-metallic shine. Also, if you look at his scales in Super Mario Galaxy, they shine too, somewhat.
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3DS Friend Code: 2895-6640-9302
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« Reply #26 on: June 15, 2013, 12:44:46 PM » |
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Update! Specular map is complete! I would've added to the shell, but it's way too hard to do with nothing but a track pad. X_X Also, the slightly updated original to go along with the new scales
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« Last Edit: June 15, 2013, 12:51:58 PM by Velen »
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3DS Friend Code: 2895-6640-9302
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« Reply #27 on: June 16, 2013, 05:52:51 PM » |
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I gotchu Post Merge: June 16, 2013, 06:15:26 PM
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« Last Edit: June 16, 2013, 06:15:26 PM by Nanobuds »
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« Reply #28 on: June 24, 2013, 09:23:21 AM » |
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Looking sly.
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