Yes it is, infact... I would not be here if not for the fact that I apparently have so many fans, and I owe it to them. And the fact that remaking a Cloud is related to a project I have in the works that involves Doom. I won't say any more, it'll be a long time in the coming so, there's no need to explain it now. Just know that my Doom stuff is related to my Cloud.
In the mean by the Buster Sword is mostly finished, Just have to clean up the normals a bit and paint in the edge highlight details and create a Spec map.
Although also note, that this particular Buster Sword has smaller finer details, but it's for myself. For the download I'll paint the details thicker and broader and simpler so that it's easier to read from a distance.
Apz's log: I never fail to note how obsessively narcissistic and UN-creative this whole project is... and yet... That's precisely why so many people love it. I consider myself a creative person, but I tend to keep that away from this place as there's no real audience for it here, infact I believe it's against the rules. (As far as insertion into the game goes) Nobody bat's an eye when someone stroke for stroke duplicates a painting, or performs someone else's music piece, infact people tend to applaud it. That appears to be happening here as well to an extent. Why? Why do I do it? Because it's fun, it's a work of love, and it's something interesting that takes research, it's very good practice for my career, and I'm using it as a tool to further teach myself. Plus I'll have a few things to show off in my portfolio.
Does it work having the normals in the same map like that apz? From what I understand of the way the driver works it needs to be in its own image file.
judging by your doom models i assume your involved with one of the newer opengl ports. i play skulltag a bit...strange how such and old game is still just as fun as newer multiplayer shooters. which port are you desiging them for?
Seriously, how do people learn to UVW map and texture I can model pretty well objects that are not humanoid (I've done few human characters but they're not that good, bad poly flow and heads always tend to suck)
Anyways, I recently modeled the swords Shelke uses in Dirge Of Cerberus, I'm quite happy with the model. But when it comes to uvw mapping or texturing, I'll never seem to get it right. Guess I just need to stay in programming.
Does it work having the normals in the same map like that apz? From what I understand of the way the driver works it needs to be in its own image file.
They are two separate files silly I just put them there to show off.
judging by your doom models i assume your involved with one of the newer opengl ports. i play skulltag a bit...strange how such and old game is still just as fun as newer multiplayer shooters. which port are you desiging them for?
Ummm... They aren't for a mod. Although I must say I've had more to do in the Doom community than this one in the past. They're for a project that ultimately will result in maybe a 3 minute short video.
So we won't ever be seeing them in doom for the community? That's unfortunate if so because your imp doom model seems pretty faithful to the original, and most custom doom models suck ass horrendously.
So we won't ever be seeing them in doom for the community? That's unfortunate if so because your imp doom model seems pretty faithful to the original, and most custom doom models suck ass horrendously.
Don't think I haven't thought about it, but I don't want to make any more promises than I already have. The easiest way to get it out there is a Doom 3 mod, I've done it before, but... yet again... Probably not. I still have a sour taste in my mouth from those days... Not against the game but the viciousness of the nerd-rage in that community. I'm surprised my transgressions here were handled with humility and calm words. (If you were to ask me why I did it, I don't really have an answer, it just just a quick lazy fix I guess)
It only took me 3 days of a few hours here and there to make. It's identical in proportion and exact in every tiny detail. Do you guys approve? It's just a Diffuse map, Specular, and Normal. 432 Tri poly's. I could go lower, but I don't have any reason to set a limit.
There... 100% generated by me! Here's all my materials, 512x512 each, I've got nothing to hide Learn what you will, comment and tell me what you think I need to improve on. (Come on Timu, I miss your criticism) What ever you like.
edit: Also note that you can see a list of all my progress updates on the first post of this thread.
i modeled clouds face ages ago, never ended up texturing it, but i found i was pretty accurate. As to the sword apz, i'm very impressed. admittedly, i can't really find anything wrong with it. You make great use of your maps, and have great attention to detail.
I do wonder why you doubled up the texture for both sides of the sword. the differences in detail are rather negligible imo.
When yer done yer cloud model I wanna steal it to animate
Those are the kinds of thing I like to hear You see though... I'll be modeling more than one version. A high and low for baking purposes, sure... But another one with edge loops specifically for fast rendering character animation. A static mesh that'll never be deformed only needs contour detail, the rest can be handled with texture. But an animated character needs enough detail to emote properly. I learned that people'll buy the lack of exactness if you can get them to believe the performance. But mimicking reality causes people to examine with the left side of the brain, they can't tell you what's wrong, only that it IS wrong. It's up to us as digital artists to take the right brain information and categorize it into our left brain so that we can spot the differences (Example: Sunlight is yellow and Skylight is blue)
~Bump. Any updates? Sorry if i'm violating any rules right now. It's been year's since i left the world this forums and Final Fantasy VII. But yet again, im going back to play this Epic Game. I deleted all of the files i needed to play it again, including the Apz Cloud. Too bad the download link was remove though. But i'm going to expect alot from this Canon Cloud.
And i have red that the Buster Sword is done right? Is your work going to be released? Or is it for our eyes only? If you will release it, Can i make a suggestion? Can you make Canon Cloud in a 1st Class Suit? The Black One.
Again, I'm happy to be back here in this forums. I see that alot has changed, but i'll try to cope up with everything i've missed.
Yes it will be release!!! I owe to to you guys, people like you Tetsujin who appreciated my work far more than I ever could have asked, to make a better one with all the knowledge and skills I have acquired in the last 2 years. For you see... I failed you guys by incorporating a texture ripped straight from the Dissidia game... It wasn't against the rules at the time, but still... It was laziness that I used it, and laziness that I couldn't be bothered to change it once the rules came into effect.
Yes I want to do different alternate colors (Like all the SOLDIER class colors and Dark Cloud [Like Dark Link] ) But only if the rules allow such a thing and if the moderators give it a pass.
I even have an altogether alternate Cloud sketched out (The way Dissidia is different) but entirely my own, if I ever get around to it... Doesn't have to be released, just to look at if I do.
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