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Old 26-09-2009, 04:01 PM   #1 (permalink)
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GAMC #3 - Sloth1991

Okay so this is my work in progress, I joined in really late so I don't think it will look even half as good as your pro models. But this is the first few pictures, the texture I made is really poor in the means of lining them up, still working on that, but the model is getting there. I have put in the idea of all my entrees for the gamco comps will all be cell shaded for the drawn effect, as if I attempted to lift the object off the page given to us.






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Old 26-09-2009, 05:53 PM   #2 (permalink)
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Okay here is a update. I am not sure if this is the last attempt I'm giving to enter but later tonight I will toss out the last picture with poly count and all that.



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Old 26-09-2009, 09:11 PM   #3 (permalink)
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Cel-shade is a cool idea. I think you could go a different direction with your diffuse map, however, and get a much nicer result. I'm not sure if you have time to do all this, but it's something to think about for future projects if nothing else.

Right now your diffuse has all these white lines all over it which end up dragging it down. It doesn't have any material definition, so I'm not sure if this is supposed to be metal with scratches, or some sort of paint scheme. Think about pulling some ideas from something like TF2's textures, where the open areas are pretty flat in color, and then there are some nice wear details around the corners and cracks (which gives the material definition). Additionally, the shader TF2 uses has these nice highlights that hang on the edges. If you can emulate that with your cel-shader it could help break it up some (ie: use 3 shading steps instead of 2).

TF2 Sentry
TF2 Heavy + Natasha
TF2 Sniper

Also, the texture looks pretty low-res...maybe it's just the combination of the shader + viewport though.
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Old 26-09-2009, 09:19 PM   #4 (permalink)
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interesting, I like the concept!
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Old 27-09-2009, 02:05 AM   #5 (permalink)
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Quote:
Originally Posted by pantsburgh View Post
Cel-shade is a cool idea. I think you could go a different direction with your diffuse map, however, and get a much nicer result. I'm not sure if you have time to do all this, but it's something to think about for future projects if nothing else.

Also, the texture looks pretty low-res...maybe it's just the combination of the shader + viewport though.

Thanks for all that info man, I appreciate it a lot.

I wish I had more time to work on this but, next time, oh yes, next time.
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Old 27-09-2009, 02:34 AM   #6 (permalink)
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Old 27-09-2009, 06:35 AM   #7 (permalink)
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Are you smoothing the UAV? because from the look of that wire you are.

Game models can't be smoothed. unless you want 4 times more tris.
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Old 27-09-2009, 04:50 PM   #8 (permalink)
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Are you smoothing the UAV? because from the look of that wire you are.

Game models can't be smoothed. unless you want 4 times more tris.
As long as the result of the smoothing is <2000 tris it's ok for this compo, though probably not optimal as far as a nice low-poly mesh is concerned. Your viewport stats, however, say the scene has 2100 polys (quads). You need to right click the viewport name -> configure -> the stats tab -> check "triangles" to get the tri count - which will probably end up being 3-4k in this case.
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Old 28-09-2009, 10:06 PM   #9 (permalink)
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Damn I wish I had known that before the 27th. turns out my jet is 1,664 Tri's without the mesh smooth, and it still looks good without it Oh well, maybe next time.

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Old 28-09-2009, 10:33 PM   #10 (permalink)
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You are going to need to display your submission in real time, and I don't know of any default DX shader that is like the Ink n Jet material. Though I do have this which is excellent for producing comic/cell shaded effects in real time.

http://blog.maginot.eu/dl.php?v=A15B01X101

Example


Material dropout
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