High poly-count Terra
Okay everybody! Time for an update with screenshots! *dancemonkey*
These are some preliminary shots from in my modelling program of thy HQ version of Terra. This is the model (plus or minus) that I'll be using for cinematics (if I do any), and for the normal map that'll be used in game.
Please note that this is not shot from within my game engine yet, as there's still a LOT of work to get it in there, but at least now it's mostly built!
Some issues you may see, that I am aware of, and why they exist:
1) There's no textures!
A) That's right. Just colors that approximate the textures.
2) You can't see her eyes very well with all that hair in the way!
A) Once textures are applied, her hair will have a LOT of transparency, so her eyes will be WAY more visible.
3) There's kinks at the joints!
A) Correct- that's what you get for quickie-I-wanna-get-it-out vertex weighting. The kinking is the most noticable in her hair. This will be fixed, but for the time being, I just wanted it to work, perfect or not.
4) Her shoulderpads are too big!
A) Yes, I realized this as I started posing her for the shot. Rest assured that they will be revamped A LOT before she is finalized.
5) These are only shots of her upper body!
A) Yeah, currently having issues with her legs going thru her dress-- not to mention the mess of things she has around her waist. Was too lazy to fix it before putting some shots out there.
6) There's a floaty thing in the background!
A) Yup! Just to make you ask questions! It's some of the trim for the arms of her dress that I haven't weighted yet (so it doesn't move with the rest..)
6, version2) Her eyebrows/eyelashes are solid!
A) Yah, again, with no textures, there's no transparency, and thus, the eyebrows/eyelashes look kinda bulky.. ;p
6.. again...) You took too long!
A) Tough pickles.
And so, without further adieu, les shots.
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