…SHADOWING HATE…
- Shadowing Hate Development Page - (080921)
I recently posted the latest versions of the Shadowing Hate character model bases in some "background" communities for some feedback and thought I may as well also post them on the site as a preview, I'm certain the resource versions are all but a few displacement maps away. The technical aspects of these are way too deep and complex to fit onto one webpage, so I'll just let the media do the talking and if you wish to learn more about them, you're welcome into our quiet little development forum as a guest. The bases themselves are final in terms of what will be used ingame, it is only the
normalmaps considered to be unfinished, so please keep that in mind.
First we have a standalone model viewers of the lowpoly ingame versions, just load the harmless EXEs which should run on any system greater than some dusty old Win95 486 with the very basics of opengl/directx support:-
• http://www.violationentertainment.com/temp/SHviohuman080729.zip
Next we have head-only shots of these same models, normalmapped and ingame, realtime. The feedback we've had is mostly about the intense specular highlights, and some of thednormalmap features around the nose and especially the mouth. These are the next areas of focus then, along with proper "colour/diffuse" textures, because what you're seeing is recuts and reblends of very old 2MP photos. We have new photosource headshots to work from now, very high-resolution of different males and females, so once that all comes together, hopefully we'll finally have some great characters, and many of them and very quickly built, one after another upon these vital foundations.
• http://www.violationentertainment.com/temp/SHviofemingame080310.jpg
• http://www.violationentertainment.com/temp/SHviomaningame080309b.jpg
Beyond that, I think all the displacements will continue to evolve over the course of the project's development, and shuffle and cycle around so we end up giving the very best to all the main characters. It has all been a solitary effort on my part and I never claimed to be great with realistic humans, but I've given it my best shot. The team should soon gather more artists who can fathom these standards and techniques and can bring some better fine tuning to them than I'm capable of, and sometime soon be able to tweak and refine some really interesting developed characters for everyone.
…›› There are more development pages for this project here.
More is available and we welcome and encourage your opinions and involvement in our team forum.