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sinz
10-21-2007, 04:17 PM
Slaught over at polycount posted an SDK for these guys some time ago and I textured it.

http://img399.imageshack.us/img399/5951/rashpimplezitsyx7.jpg

Hope you all enjoy them, C7C always welcome!

brickwallfish
10-21-2007, 05:49 PM
the inner upper thigh/crotch part looks weird, and could you maybe add a global shadow pass? Other than that, whooot :D Battletoads!

Kalango
10-22-2007, 03:15 PM
wow man...you revived some "whiiipie!" feeling in me :), so nice to see these characters in 3d hehe :), always loved to play this game..nice very nice, i liked it.

sinz
10-26-2007, 02:13 PM
brickwallfish:
I think i know what your talking bout but is that a comment to the model design or the texture itself? It is a little funky in some areas never-the-less I handled the oddness as best I could, I love the whole style of the model either way.

Enlighten me with this global shadow pass process please I am interested in it. Once I learn it i'll abuse it im sure ;), I checked online but didn't find much on the subject.

Glad you liked the texturing.

Kalango:
Thanx I loved these guys too they where so much fun. It would be a dream come true to work on a revival IP/Title of the battletoads universe I can plot out the whole game.


I might add to these guys by either making some more characters from this IP/Title or some vehicles. we'll see!!! no promises =/ unless someone creates a new character from the battletoad universe and wants someone to texture it ;) then im all in.

Thanks again guys but thank slaught for making it available ;). I appreciate the comments never-the-less BTW, I noticed a slight error on one of rash's toe's which is entirely a mistake... :(

brickwallfish
10-26-2007, 04:14 PM
The weird thighs comment was aimed at the model design, not the texture.

As for the texture, I like my textures with some baked shadows in them. The correct term would be Ambient Occlusion.

In depth information about Ambient Occlusion can be found here (http://www.ozone3d.net/tutorials/ambient_occlusion.php).

And for kicks, since I came across it anyway, some in depth info on texture flows (http://www.3dtotal.com/team/Tutorials/leafproject/leaf_1.asp).

Enjoy!

poopinmymouth
10-27-2007, 08:44 AM
Nice work man, very playful. Looks like you're using some hard lines still to convey volume. I'd suggest using progressively darker colors till you hit that "border" in such a way you don't need the dark lines. You're also using the exact same shade of light and dark for every highlight and shadow. You need to use a tiered system to imply larger and smaller volumes. For instance, the light areas on the top of the shoulder should be brighter than the light areas on the pecs, because they face directly up. Same with the shadows of the arm pits and crotch. They're way more occluded than the underside of the pectorals.

Push the volume, and play with more color interaction and these will go from nice to ACE.

http://www.mr-chompers.com/images/poop.gif (http://www.poopinmymouth.com)