InsanityBringer wrote:Hopefully the texturing will go well. A lot of HRPs (especially the one for Duke Nukem 3D) get the models done REALLY well... but fail horribly at the textures, being way too flat and completely lacking detail making it look quite cartoony. ugh.
Here is to hoping I don't suck at this.
DaniJ wrote:I'd suggest you tone down the the strength of your baked-in lighting as that looks too strong and too directionally dominant to me. When lit by dynamic lights (they are in Doomsday at least) and shadowed (Vavoom has just implemented self-shadowing though its very slow) it will look rather odd.
My suggestion would be to use a method similar to baking in ambient occlusion instead with only a very, very slight directional bias.
It would be relatively straight forward to update md2tool to support MD3 as an input format if that would help.
Thanks for the tip. Actually the lighting is the easiest thing to change so any tweaks will only take a few seconds to implement. The lighting will be an added effect to the UV textures which will most likely change as I test the models in game.
About the md2tool supporting md3- It might help if my maya exporter gives me problems but I do like to do as much in maya as I can to give me as much control over the animations as possible.
KuriKai wrote:I suggest moving the chest plates down a bit, currently to me they look a bit high, and the waist looks a bit to tall as well. And one last thing, maybe give the muscles on his collar/neck a bit more bulk.
other than that, looking good^^
When you do start to create textures for doom, may I suggest making them for the doom hires texture project^^ link found in my sig
Thanks for the tip. He is anatomically accurate as far as proportions go (except his arms and legs which are slightly thicker). I think what is throwing his proportions off a bit is the size of his helmet. I have tried shrinking it but that would make an average head unable to fit into the helmet vertically. Also the bottom of the chest plate might seem slightly high because the bottom of the dark shaded areas are where the pectoral muscles would end. This concern would be related to DaniJ's comment about the light being too strong. I have a very subtle ambient light in there that I might kick up a notch to prevent this effect. All this will happen once I start plugging away at the texture.
Oh and about the high-res project. I'll look that stuff over sometime. I scanned over it a couple of days ago but it seemed to me that those were just higher res versions of vanilla dooms textures which is something I'm only sort of going to be doing. Most of the textures I will want to make, if not all of them, will only be loosely based on the vanilla textures.
Looks like this post is going off topic so I will create a new topic where any art assets progress will be posted. Anything else I post in here will be strictly Source Port related. Thank you for the help and the comments.