Naga Character
  • http://purple.worldforge.org/~xrenmilay/worldforgedev/naga01.jpg
    The male Naga character is one of my side projects that I have been working on.

    The idea behind this is to use Blender to first create a high-resolution model, and then create a low-resolution version. Use Melody http://developer.nvidia.com/object/melody_home.html to create normal map, depth map and ambient occlusion map. Use the ambient occlusion map as a template to generate textures. There are other features with in Melody that I am exploring and it includes transferring diffuse maps in to the final single texture map.

    Due to limitations of Melody, the maps cannot follow the World Forge template system. However did some test and the World Forge UV maps looked promising with a few tweaks.
  • a bit of work over the holiday season

    http://purple.worldforge.org/~xrenmilay/worldforgedev/naga2.jpg
    http://purple.worldforge.org/~xrenmilay/worldforgedev/naga3.jpg
  • looks good
  • i agree. It does look pretty neat.
  • Do you have a nick on BlenderArtists.org?
    I'm AniCator on that forum offcourse.
    It looks very interresting.
    It's wise of you to first make a high poly version and then convert it to low poly.
    Are you going to use the Decimate modifier?
    Normal maps would be great.
    Are you going to run the server on Windows? Because I'd like to know how to do that.

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