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Nov 17, 2005 04:54

So I have successfully created a realtime normal map of the Ogre I am working on. After MUCH trial and error and hair pulling fantastic like crashtest dummies smashing against a wall breaking through the car window at 75 miles an hour. I enjoyed the smack enough or at least didnt mind it to get back in until I broke through the wall only to find tons more where that came from, but dammit I will prevail! These trails are just that, trials. This Ogre you see is about to be put into halflife 2, if I can figure out how to compile, and assuming I wont have any problems with rigging and envoloping, which I am confident I shall have beaten. It doesnt have color as of now but that is a temporary thing, I must make specular and diffuse maps to give it color and personality. Although I think the normal map gives it a TON. This picture you are looking at is realtime rendered and thus can be played in a game because of a little genious exploitation of normals called normal mapping. This expliot, as it were, is projecting a 9 hundred thousand polygon character onto a character of only 7000 polygons. As the camera and light moves it of course casts the correct shadows on itself and looks as though it really is truly a high res character. I figured out xsi enough to do this mother fuckers! I am not stoping there! I will have this character playable soon and Ill find a way, if a couple of you have halflife 2, to play as or against this ogre and a couple more characters, but they are only rough as of now. Anyway here it is.. enjoy.


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