I changed the camera angle slightly, but I don't want to break the rules too much here and have a camera angle that is completely different than the official Pokemon sprites. The only exception I make is to the back sprite, because the camera angle of those are inconsistent all around for most official Pokemon.To make it more interesting, maybe aim the camera a bit more to his side and raise the left arm a bit more?
Yeah, I lowered the size of the specular there too.The shiny part of the gems can be a bit smaller I think.
He looks so alive...which is funny, for a rock elemental.
Can you send me the updated files? I'll refine the textures a bit more =)Alright... So this is the final product then...? That is if everyone is happy with it. And I'm still gonna need the shiny textures.
Updated files? I've not done anything to the texture files or anything... Unless you mean the animation file, though I don't know why you'd need that.Can you send me the updated files? I'll refine the textures a bit more =)
I personally use Dropbox, but I'm fine with either.Do you guys have a preference for DropBox or Google Drive? I was thinking about making an easy way for everyone involved to access the most recent folders for a given CAP right away, and I think now would be a good time to get that started.
Both are good, whichever suits you I guess.Do you guys have a preference for DropBox or Google Drive? I was thinking about making an easy way for everyone involved to access the most recent folders for a given CAP right away, and I think now would be a good time to get that started.
Hmm... There's probably a bit too much realistic detail on the texture. Doesn't really fit. I'd have a look at the official textures from Pokemon like Onix:I've been using this google folder for backups. Not everything is in but maybe it can start us off? I can give out permissions etc.
Oh and before I do Stratagem shiny, is this texture better or worse?
You scored 3/4. The art and sprite has two highlights on the eyes so I tried to mimic that. Yeah, it looks pretty bad in 3D so it's been reverted now :POh, and I'm going to assume you didn't render that in Blender, CORRECT as the outline colors match the colors of the actual model better (maybe a bit too much), CORRECT and of course the outlines are drawn on the intersecting meshes, like with the eyes and head. CORRECT I'm also assuming that the weird specular on the eyes isn't intentional and isn't part of the texture, yes? INCORRECT
Ah, that looks much better. The only thing I'd change now would to change the angle of the light source slightly so that not the entire head is fully lit for the front sprite, but other than that I think it's pretty much good to go.Alright, how's this? D:
Changelog:
- re-did the texture and lighting for the head
- scaled down the eyes a bit (the new outlines made them look bigger o.o)
- adjusted the specular mapping for the eyes/gems
- slightly darkened the outlines (DJTHED when you say the colors match too much, is it the brightness or saturation?)
The saturation I suppose, but either way, darkening them is fine.slightly darkened the outlines (DJTHED when you say the colors match too much, is it the brightness or saturation?)
That looks really great. I'd consider this good to go for PS.I looked back at my composite formula and the hue/saturation calcs seem to be wrong. It works ok for Stratagem's shiny but for the normal, somehow the outline of the rocks turn red when I lower the sat value. My code was based off this so I've no idea why it's not working (maybe I should used RGB to HSL and not HSV??) Anyhow, I ended up with a hack that goes like this- get the fill color, calc the luminance (0.3r+0.59g+0.11b), average it with the fill color's RGB then half it. For example if a rock pixel is #d79760 its outline will become #5f4f41, which is a darker / less saturated brown. That seems to work so far but will keep testing.
In layman terms, I wrote a wall of code just to fix something only DJTHED will notice. XD Oh well
Changelog:
- adjusted the light angle for the head
- reverted the brightness and lowered the saturation of the outlines
- re-did the texture for the back of the head
- auto detection & removal of isolated pixels, like at the tip of the claws
- [BETA] implemented 2D tracking for the eye specular (so they don't flicker as much)
- added shiny textures!
Things looking like this is a pretty common problem when you completely remove anti-aliasing and texture filtering. Not much we can do about it, as that's how the official models are rendered in-game as well.Now I'm not even close to a decent 3D artist but about the 2D tracking for the eye, I actually thing the eye specular appears to move slightly left when the head movement reaches its lowest point.
It might be just me but it just really throws me off to see the shine move a pixel left suddenly like that.
I bow to your expertise. Thanks for the explanation.Things looking like this is a pretty common problem when you completely remove anti-aliasing and texture filtering. Not much we can do about it, as that's how the official models are rendered in-game as well.