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Getting There... Art Rha | 8/7/2015 | 4 | I think I should make the hands a bit bigger, no? |
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Ohhh, okay I did not know that was a thing, but yeah it looks like that's what they do in creatures CO! Thanks jcnorn : )
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I think the shell technique is when the programmers loads up a second model on the same spot and increase the size by just a tiny bit. To create a sort of outline? I don't know if that is the name of it though, but it is something we used to do at school
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I'll try it again but that's how I tried it before and it broke the whole page : s
EDIT: Saw what I did wrong, instead of after TITLE putting the title I erased TITLE and put the title instead.
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The commands page should tell you how. You'll get the hang of it!
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I barely find any information it's a bit confusing? I only find
this and it's what I mean.
EDIT I BROKE IT. How does this even work..
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I don't know C-Rex, I can't remember if it moved in a video...
I don't know what this shell technique is : s I'm still fairly new to the gaming industry so I'm going to look it up but I was always told hair should be done with planes + alpha but it would still 'weigh' a lot for mobile games.
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I think you should enlarge the eyes a bit, too. But then C1 graphics have always been my favourite.
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It looks to me like the 'fur' effect used in CO models is indeed particle hair thats been baked to a texture, then used the shell technique (Theres an article you can google up on how this was done in Shadow of the Colossus and its become an industry standard since)
I could be totally wrong though. The guess on particle hair is primarily based on their promo images - it would be silly to design the hair twice.
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What else they could the in-engine CO norns used besides alpha maps? The blurryness of the norn's fur definitely looks like a transparency texture to me.
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Hands a little bit bigger perhaps, but not much. I am astounded by the quality of that fur!
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