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Quote:
Originally Posted by MattQ86
Other than a couple clipping errors (45's right forearm clipping through the shoulder and 00's head tentacle clipping through his torso) this is flawless.
Also you have to name 08 "The Grim Catcher".
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hmm, didn't catch that on 45, but what you're seeing on 00 is his hand tentacle, not the head one.
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Impressive! Congratulations!
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, spline,
112 Posts,
Join Date Oct 2009,
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Awesome work Jesse! I can see why your so dead to the world at work  You set out to do the little league and exceeded!
Freelance FX Artist | spacehulk-game.com
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, card carrying polycounter,
2,253 Posts,
Join Date Jan 2005,
Location Austin, TX
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Last edited by skankerzero; 01-06-2012 at 01:26 AM..
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impressive! reads really well.
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, line,
80 Posts,
Join Date Sep 2008,
Location desert
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Amazing thread and work. You deserve to be made into a meme 
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, triangle,
330 Posts,
Join Date May 2006,
Location UK
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I HATE to think of these awesome characters going to waste! Come on Unity Programmers, make this into a game!!!
Truly amazing work my friend, well done! :-D
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, line,
52 Posts,
Join Date Jul 2009,
Location Arlington, VA
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I wish I could come up with something negative to say just so I could feel better about myself, but you completely nailed this, skank. This is absolutely goddamn amazing and this thread should be archived for future generations.
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, card carrying polycounter,
2,317 Posts,
Join Date Dec 2007,
Location Fremont, CA
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damn skanker... job well done
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, triangle,
341 Posts,
Join Date Apr 2008,
Location Van Nuys, CA
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Dat bottom right skeleton :P
Excellent work!
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, spline,
137 Posts,
Join Date Nov 2004,
Location San Mateo, CA
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thanks for all the comments guys!
I'll update with documentation on how I got the shaders working next week.
I'm tired... u___u
Also, I'm going to post a postmortem too. There was so much I wanted to do with these guys that I didn't get a chance to do for several reasons, so we'll explore that too.
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WOW!!!! thats killer
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, spline,
125 Posts,
Join Date Nov 2010,
Location los angeles
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I'm really looking forward to all your documentation on this skanker  I look at your texture sheets and half of them I have no idea what's going on >_<
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, triangle,
347 Posts,
Join Date Sep 2011,
Location Iowa
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awesome work! this is why I love PC.
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, veteran polycounter,
2,970 Posts,
Join Date Feb 2010,
Location Ireland
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Pimp man. Really dig your shader work.
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, triangle,
255 Posts,
Join Date Sep 2008,
Location Irvine
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not trying to sound stupid here, but I cant wait for you to explain whats going on with those last images.
assume it has to do with the shader-based coloring but damn... thats some next level shit mate.
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, polycounter,
888 Posts,
Join Date Dec 2010,
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Quote:
Originally Posted by Bonebrew22
not trying to sound stupid here, but I cant wait for you to explain whats going on with those last images.
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Have a look at the individual RGB channels of the upper-right and lower-left images in PS to get an idea of what's going on with those. He's basically taking 3 greyscale images and sticking them into one texture via the individual RGB channels.
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, dedicated polycounter,
1,395 Posts,
Join Date Jan 2006,
Location Singapore
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This thread blew my mind. Epic job, i learnt alot about modular characters and never thought about using the RGB Channels for character clothing, looking forward to seeing the shaders
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, null,
8 Posts,
Join Date Jan 2012,
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love the style of these. grats on the work!
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, polygon,
671 Posts,
Join Date Feb 2010,
Location Vista, CA
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DUDE. you are awesome.
thanks for this thread of awesomeness and HUGE UPS on MAKING the assets for GRANDMAS BOY! wth! best movie ever. your the man.
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, vertex,
43 Posts,
Join Date Oct 2011,
Location Toronto
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Thanks for the tutorial man, a real inspiration.
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, spline,
117 Posts,
Join Date Dec 2010,
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Awesome thread, bookmarking this for sure! Thanks for sharing!
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, null,
1 Posts,
Join Date Mar 2011,
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Thanks for sharing all this great info. Awesome work.
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, dedicated polycounter,
1,366 Posts,
Join Date Dec 2004,
Location Malmö, Sweden
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just wanted to thank you once again for sharing your process, had to design an npc system for a game and i implemented some of these techniques you used! Especially on the texture/shader side i'm able to do a shitload of variations now with only one texture and one shader ^^
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, dedicated polycounter,
1,871 Posts,
Join Date Feb 2008,
Location Antwerp, Belgium
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Finally got around to archiving this in the wiki. Thanks so much Jesse for detailing out your process.
http://wiki.polycount.com/Skankerzer...haracterSystem
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, Polycount.com Editor,
6,684 Posts,
Join Date Oct 2004,
Location Boston USA
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