A
Almighty_gir
Guest
Hi guys.
Please excuse my ignorance, i haven't visited these forums in such a long time and it seems you've all progressed amazingly in my absence! i recently made some sephiroth fan-art... i made him loosely based on various references, the head is referenced from a mix of the dissidia styles, as well as advent children and of course the original (hyper anime influence). the clothing is by and large referenced from Advent Children.
there are two versions of the model, i've made him both topless and jacketed, so if it's even possible to get him in-game, he would be suitable for the endgame encounter, as well as the earlier appearances.
so now to the questions! i don't know what tech has been implemented and by whom. would i need to make a pure, diffuse only version of the textures, or can we now use specular and/or normal map tech? what about alpha? is it test only (1-bit alpha, or "hard edged") or fully blended (8-bit, soft edged)? would i need to reduce the triangle count? as it stands at the moment the topless version is somewhere around 15k triangles, and the jacket version is around 20k.
thanks for your time. and here are the images from my portfolio site, as well as a topless shot that's not up there.
Please excuse my ignorance, i haven't visited these forums in such a long time and it seems you've all progressed amazingly in my absence! i recently made some sephiroth fan-art... i made him loosely based on various references, the head is referenced from a mix of the dissidia styles, as well as advent children and of course the original (hyper anime influence). the clothing is by and large referenced from Advent Children.
there are two versions of the model, i've made him both topless and jacketed, so if it's even possible to get him in-game, he would be suitable for the endgame encounter, as well as the earlier appearances.
so now to the questions! i don't know what tech has been implemented and by whom. would i need to make a pure, diffuse only version of the textures, or can we now use specular and/or normal map tech? what about alpha? is it test only (1-bit alpha, or "hard edged") or fully blended (8-bit, soft edged)? would i need to reduce the triangle count? as it stands at the moment the topless version is somewhere around 15k triangles, and the jacket version is around 20k.
thanks for your time. and here are the images from my portfolio site, as well as a topless shot that's not up there.