ZEQ2-Lite is an open-sourced and mod expandable project based on a highly modified ioQuake3 engine foundation and features many true-to-reference DBZ visuals and mechanics.
Your stepped shading is using a uniform step-band rather than per-submesh color matching. Each region should use it's own unique stepping band to properly reflect natural stepped lighting.
As far as my comment goes, your ambient occlusion pass is a form of indirect diffuse that gives soft/fuzzy shadows that clash greatly with the hard contrast of the anime-stylized presentation that exists otherwise.
Taste/Preference/Opinion has no place in my original comments (nor here). I'm merely breaking down the science of the matter and each rendering technology's coherent and abstract use.
Furthermore, this is an old version of the model that was already rigged previously.
Great work but I have a questions is this only a plane?
You are making models really fast good job...maybe some tutorial would be great...if you have time...:)
I kinda agree with Zeth here, no additional shaders or lighting is needed to show off the quality of these models. Besides that's not how they are going to look ingame anyway.
Hey, they don't ALWAYS need to be shown in a fighting pose don't they:p
PEACE!
What's with all the rim-highlighted, poorly uniform stepped-shaded + diffuse renders lately?
Care to elaborate on poorly uniform stepped shaded? and there is no diffuse in there.
Ink n Paint.
AO.
Rimlight.
Contour shader.
But I guess it's just a matter of taste ;)
and anyway try some less QQ and more jeej thanks for riggin him <_<
Your stepped shading is using a uniform step-band rather than per-submesh color matching. Each region should use it's own unique stepping band to properly reflect natural stepped lighting.
As far as my comment goes, your ambient occlusion pass is a form of indirect diffuse that gives soft/fuzzy shadows that clash greatly with the hard contrast of the anime-stylized presentation that exists otherwise.
Taste/Preference/Opinion has no place in my original comments (nor here). I'm merely breaking down the science of the matter and each rendering technology's coherent and abstract use.
Furthermore, this is an old version of the model that was already rigged previously.
Indeed, is that the same effect on the boots and the hair or its apart of the texture ?
Great model, by the way. :)
Great work but I have a questions is this only a plane?
You are making models really fast good job...maybe some tutorial would be great...if you have time...:)
Even I hate the rim lighting part. Just doesn't go with zeq2lite style at all. :S
This isnt really kid gohan, Its gohan before he trained in the hyperbolic time chamber, between frieza and cell saga, Kid gohan is much smaller.
but technically he's still a kid.
modelled by Blaze
textured by Darklink^^
Its over 9000!
:P
hah nice. :)
I kinda agree with Zeth here, no additional shaders or lighting is needed to show off the quality of these models. Besides that's not how they are going to look ingame anyway.
i think you have to render al players in the same motor same ilumination, etc. but it is grate!