beebo44 wrote:LOL, ok, now run-along and scare some more little children, spiraldoor.
I do not approve of your futile attempts at mockery, neither do I recall ever having scared children purposefully. You do not seem to conclude to have any viable source of evidence on the matter.
I tell you, Sergio will switch to baddies when he has that rank.
'Tis a cool rank to be. It's the only rank where you have both a cool looking goodie and cool looking baddie.
Re: Rayman 1.5: Revenge of the Dark
Posted: Wed Sep 28, 2011 2:10 am
by beebo44
Tis such a truthful truth.
Re: Rayman 1.5: Revenge of the Dark
Posted: Wed Sep 28, 2011 3:24 pm
by Spanex
(wow, wrong topic once again.)
I got new WIP concept art in Raybrawl topic.
Re: Rayman 1.5: Revenge of the Dark
Posted: Fri Sep 30, 2011 11:04 pm
by Adsolution
I just felt like posting a screenshot of a pose I caught Rayman in - I found it rather awesome.
At the moment I'm trying to re-work the Menu Opening Scene into CryEngine3. Compare that screenshot with the CryEngine2 video:
As you can see, the CE3 version has a lot more depth to it.
Re: Rayman 1.5: Revenge of the Dark
Posted: Fri Sep 30, 2011 11:24 pm
by FrenchDeath
nice screenshot
Re: Rayman 1.5: Revenge of the Dark
Posted: Fri Sep 30, 2011 11:30 pm
by ikke471
That's an awesome pose he has there!
Re: Rayman 1.5: Revenge of the Dark
Posted: Sat Oct 01, 2011 3:10 am
by Adsolution
Shanks you two! I also updated the first page with more/upgraded character pictures.
Re: Rayman 1.5: Revenge of the Dark
Posted: Sat Oct 01, 2011 3:43 am
by beebo44
Awesome pose Rayfan!
Re: Rayman 1.5: Revenge of the Dark
Posted: Sat Oct 01, 2011 4:04 am
by Adsolution
I came up with two test voices for the Grand Vulture Rhook. Which one do you like better? The first one is "deeper," while the second one is more "nasally:"
Number 1 would be better, but I think it's a bit too croaky, it's kinda hard to understand. If you added a bit of deepness to the second it would be perfect!
But this is only my opinion and just friendly tips.
Re: Rayman 1.5: Revenge of the Dark
Posted: Sat Oct 01, 2011 6:49 am
by Spanex
I have another question about rendering (wow they just keep coming don't they?)
sometimes an object or model has this 'shiny' texture that goes over the base texture (to make a part of the object reflect light, like metal)... Now I learned that placing the shine is done the same way as making a part of base the texture transparent (alpha channel in which white is 'on' and black is 'off'), but I don't understand that. How can a texture be transparent and shiny at the same time using only one channel? Won't the parts that are meant to be shiny become transparent as well?
I kinda hope you can answer this, it's kind of complicated. If you don't understand I could show you an example.
Re: Rayman 1.5: Revenge of the Dark
Posted: Sat Oct 01, 2011 7:46 am
by Adsolution
Alright beebo, I'll try something like that.
Spanex wrote: I have another question about rendering (wow they just keep coming don't they?)
sometimes an object or model has this 'shiny' texture that goes over the base texture (to make a part of the object reflect light, like metal)... Now I learned that placing the shine is done the same way as making a part of base the texture transparent (alpha channel in which white is 'on' and black is 'off'), but I don't understand that. How can a texture be transparent and shiny at the same time using only one channel? Won't the parts that are meant to be shiny become transparent as well?
I kinda hope you can answer this, it's kind of complicated. If you don't understand I could show you an example.
Ah, you're talking about specular maps (the correct term for a shiny texture). I think you're kind of confusing the alphas and speculars, they are in fact separate channels, however they are interpreted the same way. For alphas, black is 0% opacity and white is 100% opacity; for speculars, black is 0% exposure and white is 100% exposure. You might think "hey, isn't that what a bumpmap does?" Well, that is in fact partially right. A specular shows the places where the sun is more or less exposed, whereas a bumpmap calculates the whole other half of the shading, the dark part. If calculating a lack of exposure (bumpmap) was as easy as calculating exposure (specular), then it too would be in black and white, but a bump map (the lack of something - a factor minus one) is much more complex than a specular (an additive - nothing plus one), which is why bump maps are so colourful. They need to store both X, Y and Z data.
So in conclusion, aside from the bumpmap sidetrack (which was for a better understanding), speculars and alphas are calculated the same way (in black-white) because they only need to store one layer of information. Bumpmaps are colourful because they store X, Y and Z data.
Alternatively, instead of creating a separate alpha map for the material, you can incorporate alpha directly into the texture (please use a .DDS format for CryEngine textures) by saving it using a DXT3 or DXT5 format (available as an option in the nVidia DDS exporter for Photoshop).
I hope that made sense.
Re: Rayman 1.5: Revenge of the Dark
Posted: Sat Oct 01, 2011 7:56 am
by Spanex
XD not really... but somebody who tried to explain the same thing did mention speculars before. I understand the white/black thing, I don't know what bumpmap is, though.. I'll need to go find this 'specular' channel. I think I confused the two as one channel because the textures I can rip only have the Alpha channel, but still do the specular thing.
Heh... I hope I may learn about it in one of those tutorials.
But I must leave for my appointment now. See you all again soon.
Re: Rayman 1.5: Revenge of the Dark
Posted: Sat Oct 01, 2011 7:58 am
by Adsolution
Spanex wrote:XD not really... but somebody who tried to explain the same thing did mention speculars before. I understand the white/black thing, I don't know what bumpmap is, though.. I'll need to go find this 'specular' channel. I think I confused the two as one channel because the textures I can rip only have the Alpha channel, but still do the specular thing.
Heh... I hope I may learn about it in one of those tutorials.
But I must leave for my appointment now. See you all again soon.
Eh, I explained in extra unnecessary detail. You found the answer you were looking for.
I edited my post (again), you might want to re-read it.
Re: Rayman 1.5: Revenge of the Dark
Posted: Sat Oct 01, 2011 9:26 am
by Spanex
Back from my appointment. Anyway, I think I better look into this when I begin to render my model.
Re: Rayman 1.5: Revenge of the Dark
Posted: Sat Oct 01, 2011 1:32 pm
by Lianna
I am really glad to imitate Tara Strong voices before remaking.
Re: Rayman 1.5: Revenge of the Dark
Posted: Sat Oct 01, 2011 6:06 pm
by spiraldoor
That was a really bad impersonation. You didn’t capture any of my subtle nuances.
Re: Rayman 1.5: Revenge of the Dark
Posted: Sat Oct 01, 2011 6:11 pm
by Adsolution
spiraldoor wrote:That was a really bad impersonation. You didn’t capture any of my subtle nuances.
Interestingly enough I may have seen a very, very small resemblance, but it's asking far too much from oneself to impersonate someone without even knowing their language well.