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TIGSource ForumsDeveloperArt (Moderator: JWK5)3D thread
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Sik
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« Reply #3000 on: August 23, 2014, 03:11:26 AM »

Dammit, forgot about those two MULT variants. Disregard what I said >.>' (although they do seem to take even longer than memory accesses)
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gimymblert
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« Reply #3001 on: August 23, 2014, 09:26:32 PM »

in the case of star fox, at least , i don't see precision being a problem, they do have wobbliness and they are on screen like 256^2 max if not lower
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Geti
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« Reply #3002 on: August 24, 2014, 01:27:17 AM »

yeah but you have to transform from object space to world space within that 256, which is actually signed and -128-127 (at least on the sfx) - without a single multiply in the transform code overflowing. I feel you'd need the precision or to be doing some hacky stuff - or both :^)
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Sik
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« Reply #3003 on: August 24, 2014, 01:37:14 AM »

Actually, the 8-bit multiplication instructions generate a 16-bit result, so you don't really have to worry about overflow if it's only a single multiplication. Same goes for LMULT (it generates a 32-bit result). If you need to feed the result into another multiplication though yeah it can be a problem.

And why hasn't this conversation been split yet?! o_O
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Armageddon
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« Reply #3004 on: August 24, 2014, 04:55:26 PM »

Tried to make a tire iron but it looked crap and too thick so I bent it and made a futuristic ladder.



Not really worth posting but I thought it looked neat.
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Quarry
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« Reply #3005 on: August 24, 2014, 06:58:05 PM »

Looks like it would be hard to grip or step on with them curves
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powly
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« Reply #3006 on: August 24, 2014, 08:44:22 PM »

for a human being maybe, but why be so restrictive!
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Geti
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« Reply #3007 on: August 24, 2014, 09:03:44 PM »

And why hasn't this conversation been split yet?! o_O
Got a feeling mods aren't watching :^) might need to nag john specifically or something.

@Armageddon - if the shape was more like "(," than just "(", could be easier to use with feet without jamming them into the corners, actually looks like it would be fine for hands at the moment tbh.
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Armageddon
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« Reply #3008 on: August 24, 2014, 09:17:40 PM »

Thanks guys, made a lamp today.

« Last Edit: August 24, 2014, 10:48:01 PM by Armageddon » Logged

Yngram
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« Reply #3009 on: August 25, 2014, 07:05:25 AM »

Needed something for prototyping a mobile app. It's not finished, but will work for what I need it for.

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gimymblert
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« Reply #3010 on: August 25, 2014, 04:46:47 PM »



Trying to make a character as dark skin as possible, playing with value

edit:

« Last Edit: August 25, 2014, 05:32:37 PM by Gimym JIMBERT » Logged

SolarLune
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« Reply #3011 on: August 25, 2014, 07:47:33 PM »

^ Second one's more readable, yeah. You should probably add some saturation, though, since that can make things look even darker. Nice modeling!
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RidiculousJohn
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« Reply #3012 on: August 25, 2014, 11:11:57 PM »

Here is a running animation I needed for this guy. I would love your thoughts as this is my first running animation.
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McMutton
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« Reply #3013 on: August 26, 2014, 01:54:28 PM »

That's a nice lamp, Armageddon.



Plus an animation:
« Last Edit: August 26, 2014, 02:26:44 PM by McMutton » Logged
gimymblert
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« Reply #3014 on: August 26, 2014, 03:04:38 PM »

Cool animation Mc Mutton!
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Yngram
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« Reply #3015 on: August 27, 2014, 05:08:20 PM »

I might try reducing the polygon count on this one.

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gimymblert
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« Reply #3016 on: August 27, 2014, 06:08:12 PM »

thanks SolarLune, here is teh version with color added



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« Last Edit: August 27, 2014, 06:15:31 PM by Gimym JIMBERT » Logged

Blambo
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« Reply #3017 on: August 27, 2014, 06:58:53 PM »

more orange in the mids?
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SolarLune
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« Reply #3018 on: August 27, 2014, 07:01:18 PM »

Perhaps also a less desaturated highlight color? She looks still kinda gray and lifeless at the moment. Nice painting, nonetheless.

EDIT:
@Armageddon - Cool stuff. It's kinda weird to have what looks like a gas-powered (or at least light-bulbed) street lamp in a futuristic world, but it looks good.

@Yngram - Nice human; well-painted. I like your use of polies; it's pretty low-poly while still looking fairly smooth. The sword looks pretty slick, too. Nice reflection - is it painted into the texture?

@RidiculousJohn - Hah, that's an interesting character. That walk cycle seems more like he's skipping or something, but it's pretty good nonetheless.

@McMutton - Really nice modeling and texture-work!
« Last Edit: August 27, 2014, 07:34:39 PM by SolarLune » Logged

gimymblert
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« Reply #3019 on: August 27, 2014, 07:08:07 PM »

I tried but I seems to only have a heavy hand + I want to maintain a delicate balance to keep the skins as "silver" type of black skin, which does not looks like I succeed. And the manipulated nuance are so small now (yet have an impact) that the likelihood of things being mess up by uncalibrating screen is high, I already struggle with a luminescent random splocth pattern that fucks up colors and values, I don't see flat surface anymore, especially when I go toward the dark.

However if anyone is willing to do a paint over ... go fot it!


EDIT:


Here was the main skins references.

I wanted to go for the most difficult set up
- The darkest stylized black "silver" skin for an average "every women"
- With unlit texture
- 4C type of hair
- low poly (Gamecube era)
- Readable nuanced expressions on face to favor identification
- cute?

Silver refer to something I found on black skin make up expert books, basically it refer to the type of jewelry use to compliment a certain type of dark skin, aka silver or gold.

edit2:
Another solution was to found a strong visual metaphor to represent the idea of this type of skin instead of the skin directly. This I haven't found yet.
« Last Edit: August 27, 2014, 07:38:02 PM by Gimym JIMBERT » Logged

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