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Topic : "Quick Face Texture" |
Flexible Elf member
Member # Joined: 01 Aug 2000 Posts: 642 Location: Parker, CO
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Posted: Thu Aug 10, 2000 5:52 pm |
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http://xploitzero.tripod.com/images/Face1.JPG
This took me about 30 minutes using the airbrush, dodge/burn and smudge tools.. I don't have a working drawing tablet right now so I did it with a mouse.. ugh..
I did it at work so I was really bored.. heh.
-Flexible Elf |
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Freddio Administrator
Member # Joined: 29 Dec 1999 Posts: 2078 Location: Australia
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Posted: Thu Aug 10, 2000 10:50 pm |
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Thats Very Cool.
Good deatil Umm wharts the skin for?
a game model or something?
Anyway it looks very cool
great job |
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waylon member
Member # Joined: 05 Jul 2000 Posts: 762 Location: Milwaukee, WI US
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Posted: Thu Aug 10, 2000 11:31 pm |
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I agree, very nice.
Two little things though... maybe three. First, it looks very mirrored, especially in the nose and the bottom of the beard. You might want to play with that a little bit. Once that's covered, the rest won't be as noticable.
Second, you could stand to have a bit more variation in the color. You might want to get a little more red in around the cheeks, and a more cool color (blue or green) in the beard area. I think Fred posted a message 2 or 3 weeks ago on the very subject of coloration in faces.
Third... he looks a little sleepy.
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Chapel member
Member # Joined: 18 Mar 2000 Posts: 1930
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Posted: Fri Aug 11, 2000 3:27 am |
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I think it looks fine. It depends on the model that you use it for on whether you want to mirror it or not. Also, colors depend on the color palette available. A little pink might end up dark red when thrown into a game engine. I'm asuming you are making this for a game?? I used the flip n' paste method on most of the skins I made for Q2. You can check them out at http://chapel.gfxartist.net |
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micke member
Member # Joined: 19 Jan 2000 Posts: 1666 Location: Oslo/Norway
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Posted: Fri Aug 11, 2000 3:58 am |
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It looks pretty good.
Be careful with very high contrasts
and highlights. You should have more mid-tones in it. Highlights have a tendency to look a bit weird when combined with the lighting from the engine. Also a good tip is to make the textures very crisp, cause the engine many times blurr them when tested in game. Just look at the quake3 textures
how crisp they look.
Here's a couple of textures i did:
The resolution is very low, but it's the resolution we use.
Hope this can help
------------------
-Mikael Noguchi-
http://www.katode.org/noguchi/
[This message has been edited by micke (edited August 11, 2000).] |
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Flexible Elf member
Member # Joined: 01 Aug 2000 Posts: 642 Location: Parker, CO
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Posted: Fri Aug 11, 2000 4:16 pm |
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cool guys, thanks.
It was basically just a messing around picture as a test for a quake3-ish skin. I used to do some skins for Quake2 under the name "Skull Collector" which were kinda crappo =]. I really hated the palette limitation.. I especially hated how some of the skins bleached out or had wierd ambient effects in OpenGL.. heh
Thanks for the tips.. yeah I forgot to mention that I mirrored it just to see what it would look like. I figure most of the detail would be lost when it shrunk down making it a little less blaringly obvious where the mirror point was.. hehe
high contrasts bad? I'll have to remember that.. I have yet to throw a skin on a Q3 model to test it out.
Thanks again,
-Flexible Elf
btw, any of you play RA3 at all? |
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