Saturday, 29 November 2014

Xiahou Ba Final Model Production

Over the past week and a lot over this weekend, I have been working on Xiahou Ba's textures, cleaning them up and adding a lot more detail through the use of lightmaps, cavity maps, Nvidia's xNormal plugin for Photoshop, various custom Photoshop brushes, and so on. The model is finally starting to come to an end before it goes into rigging and animation / posing stages for final renders.


POST WITHIN A POST: Notice how different the top image is to the bottom image posted here. This is a really irritating problem I've been having for the past month or so with uploading images to this blog and now finally found the answer. In my Google+ account it by default has 'Enhance Uploaded Photos' set to Normal (meaning yes), which has made my uploads look all the wrong colours and have unwanted effects all over them. Turned it to 'Off' and all works fine now. Stupid system. Really should be off by default........


There is still a way to go before he is truly finished here. Notice that his materials all look quite shiny with the introduction of his specular maps, but this will change when more appropriate shaders are applied; currently he is using full Phong shaders. The same can be said for other areas that require more advanced shaders to bring them so life, while still relying on real-time graphics. The eyes particular still look dead and plain, but with real-time reflections on their lenses they should look much better. His thin pink wrist band requires translucency to look right. His metallic parts such as his spikes and belt buckle also all require real-time reflections to be brought to life.

As a side note I also want to change his hair-style a bit to give him more fringe, but this is as far as I will take him on this fine night :) Also I found 'Depth-Peeling' transparency sorting in Viewport 2.0 is by far the best type now, reflecting the results your would expect to see in games.... so that's good :D

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