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Show us your Curvy art here
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Simon
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Drail - RPG Boss

Post by Simon »

Here's another character for my game. It is about half and half Curvy maps and mesh sculpting - with the mesh sculpts made out of of merged lathes.

The trickiest bit was the shoulder guard, which I made by subtracting two lathes from a disc shape - first to make it hollow, then to cut it in half.

Image

Rendered in Experimental Rendering Engine.

Creature Concept by Mack Sztaba.
Last edited by Simon on Wed Dec 29, 2010 11:59 pm, edited 1 time in total.
Mr.Nemo
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Post by Mr.Nemo »

Wow! Very impressive! I like the experimental rendering engine you've used on this.
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mykyl
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Post by mykyl »

Really starting to show Curvy's potential there.

Mike
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Post by Simon »

It has got me really wanting adaptive subdivision in Curvy. A typical body part like the torso or upper arm has about 50,000 tris but I think I could get a lot more detail out of 20,000 tris + adaptive sub-d.

It also made me realise that the depth and forms are much better expressed in 2D when rendered with soft shadows.

The third thing I realised is that it would be good to have a lighting designer in Curvy so you are not limited to the few lightmaps that ship with it.
Simon
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Post by Simon »

Updated the lighting on this one:

Image

here is the old version:

Image
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Post by inac »

Wow - which experimental rendering engine?
Simon
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Post by Simon »

It's something I'm building for this game. It's a mixture of global-illumination and non-photorealistic rendering tricks.
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Post by mykyl »

I really love the lighting on these models.

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Post by Simon »

I am very keen on subsurface scattering effects at the moment - it seems to be one big thing missing from game shaders. It takes quite a lot of processing to do accurately but getting a fake version working in realtime is possible. The effect here used a lot of post processing - effectively blurring the diffuse lighting and leaving the specular lighting sharp.
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