HOME | DD

BlueFlytrap998 — Oreo

Published: 2013-10-11 03:32:29 +0000 UTC; Views: 4753; Favourites: 62; Downloads: 113
Redirect to original
Description Fun fact; his boss model is higher poly than his player model.
Related content
Comments: 9

retornocriativo [2022-08-28 00:30:05 +0000 UTC]

👍: 0 ⏩: 0

modesskiteer [2016-09-05 21:54:28 +0000 UTC]

Does the shading look better with higher number of polygons combined with the bumpmap, or does it look about the same? I've yet to test it on ported models, but TFA told me it helps with Ambient Occlusion. What are your thoughts?

👍: 0 ⏩: 1

BlueFlytrap998 In reply to modesskiteer [2016-09-05 22:42:55 +0000 UTC]

So how screenspace ambientocclusion for the sfm works is it will do the initial pass checking of proximity of vertex relative to one another. From there it assigns an occlusion value to it and that vertex 'bleeds' that value to any adjacent vertex. It's similar to polypaint in a way but given radius and bias the threshold it starts to blend is not just 0 to 1.

That's why if you set certain bias to extreme values it becomes really obvious where every triangle is.

Normalmaps complicate it a little with the inclusion of the z channel but I wouldn't say it behaves the same. It's closer to self shadowing normalmaps where it just calculates the z and existing surface normal to generate occlusion. Ao can behave poorly on normals that correct a surface flat as it interprets the hard angle as a cavity and shadows the edges of your model. Very lowpoly models will often have this.


So you and TFA are not wrong in that geometry matters more and leads to an improvement in the effect. You're absolutely correct.
Buuuuuuut~ editing the geometry is very often not an applicable option. At least not one that will give desireable results. It is a certified way to fuck your normals for anything that was baked.

For models where the normalmaps were generated via heightmap or hand painted (like, say, for darksouls 1 stuff), or for stuff without a normalmap at all, than it is a viable option if you're willing to spend the time altering the topology.

👍: 0 ⏩: 0

Wartogh [2015-04-28 16:10:21 +0000 UTC]

What do you mean by "player model"?

👍: 0 ⏩: 1

BlueFlytrap998 In reply to Wartogh [2015-04-28 16:44:30 +0000 UTC]

The alternative models created to be worn by the player character. They are on a different skeleton and host a wide variety of changes when compared to the boss model. The most notable of which is the lack of plume.

👍: 1 ⏩: 0

CrazyElectrum [2014-05-17 19:07:50 +0000 UTC]

Hey, I'm planning on cosplaying as the dragon slayer and I would love to use this model as a reference. Any chance I could possibly use it?

👍: 0 ⏩: 0

Felipe-Gewehr [2014-03-04 21:48:11 +0000 UTC]

His boss model also has 6 red jewels on his chest (instead of the 5 jewels the player model has) and has different shoulder pads. And, obviously, has that red mane.

👍: 0 ⏩: 1

BlueFlytrap998 In reply to Felipe-Gewehr [2014-03-06 02:21:06 +0000 UTC]

I believe his spear gains a handful of changes between his default and giant models.

I don't quite remember what those changes were as it has been quite a while.

👍: 0 ⏩: 1

Felipe-Gewehr In reply to BlueFlytrap998 [2014-03-06 02:33:14 +0000 UTC]

I didn't know his spear was also different. Interesting...

👍: 0 ⏩: 0