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Old 09-08-2008, 07:17 PM   #21 (permalink)
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Old 09-09-2008, 07:56 PM   #22 (permalink)
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Just a little more Update:









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Old 09-10-2008, 11:58 PM   #23 (permalink)
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I say good night and the next step will be textureing.

But first some hours sleep:










Last edited by Art1977; 09-11-2008 at 07:48 AM.
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Old 09-17-2008, 12:56 PM   #24 (permalink)
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Ok, here the basic color + ao - pass and normal map. Any help / hint / crit. would be welcome:

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Old 09-18-2008, 01:10 PM   #25 (permalink)
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Head Update:

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Old 09-19-2008, 03:10 PM   #26 (permalink)
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Short riggingtest.

i am already in the weighting progress:

Rigging-Test

Last edited by Art1977; 09-19-2008 at 07:01 PM.
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Old 09-19-2008, 07:01 PM   #27 (permalink)
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started with walkcycle, at the moment just the lower body:

Walkcycle-Start
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Old 09-20-2008, 02:37 AM   #28 (permalink)
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no replies here, come on guys?

I like the model, and the normal map. As far as i can tell, they work great. There's 1 thing i don't like about it, and that's the damage you sculped. IMO, it looks to rough and well defined. For stuff like that I'd make the normals from my diffuse map. (it'll give you allot more freedom when working on a texture)

The face texture looks solid overall, however his forehead looks very bright, compared to other parts of his face. I'd tune that color so that it matches the color on his neck. Hmmm, and maybe tone that tatoo a bit down. (it's a shame you hardly see it on the model btw )

keep it up
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Old 09-23-2008, 05:43 PM   #29 (permalink)
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Thx, unfortunately i will have stop at this state and start programming, because there are only 7 weeks remaining for all. (Writing the documentation included.)

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Old 09-24-2008, 01:30 PM   #30 (permalink)
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I have a big problem with my normal maps on my 3D Model in XNA.

A part of the normalmaps are facing the right direction, some maps are facing in the oposite direction. But i don´t know why?

Code:
//Vertexshader mit Tangent-Space Berechnung mit Rückgabewert output
VS_OUTPUT VSNormals(VS_INPUT input)
{
	VS_OUTPUT output;
	float4x4 skinTransform = 0;
	skinTransform += Bones[input.BoneIndices.x] * input.BoneWeights.x;
	skinTransform += Bones[input.BoneIndices.y] * input.BoneWeights.y;
	skinTransform += Bones[input.BoneIndices.z] * input.BoneWeights.z;
	skinTransform += Bones[input.BoneIndices.w] * input.BoneWeights.w;
	
	float4 pos = mul(input.Position, skinTransform);
	pos = mul(pos,View);
	pos = mul(pos,Projection);
	
	float3x3 tgtSpace;
	tgtSpace[0] = mul(input.Tangent, skinTransform);
  tgtSpace[1] = mul(cross(input.Tangent, input.Normal),skinTransform);
  tgtSpace[2] = mul(input.Normal, skinTransform);
  
  float3 tgtLightDir1 = mul(tgtSpace, lightDir1);
  float3 tgtLightDir2 = mul(tgtSpace, lightDir2);
  	
  output.Position = pos;
	output.TexCoord = input.TexCoord;
	output.Data1 = normalize(tgtLightDir1);
	output.Data2 = normalize(tgtLightDir2);
	
	
	return output;
}


//Basis Normalmap - Shader
float4 PSNormals(VS_OUTPUT input) : COLOR0 
{
  float4 outColor = float4(1,1,1,1);
  float3 normal =  tex2D(N_Sampler, input.TexCoord) ;
	float diffuse = saturate(dot(normal, input.Data1)) +
	                saturate(dot(normal, input.Data2));
  return outColor * diffuse;
}
THis is my problem:



when i change the direction in the pixelshader



These are my normalmaps.

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