JF make 75
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Creation Date: 2002-02-08
Uh huh. I was too lazy to develop anything new. So I skinned Shotty Guy. I need to anyway, so here it is. But to the right is the actual skin used. What about this skin system that I have? Well, our lesson is simple: textures include important and unimportant information. The more important info you have, the more complex your model looks. The more unimportant info you have, the more realistic your model looks. First of all, check out each part. We have the front of the head, back of the head, shirt, and pants. It's very simple. Four important objects allows us a complexity of four, very low compared to sci-fi video games. Secondly, look for anything unimportant. Unimportant stuff includes edges, virtual bodyparts, gradients, folds in the clothing, and dirt. There's no dirt because there's no dirt in 2014. There are two edges if you look closely for the shirtcuffs. Simple, but very important for it. Secondly, there's the hair. You can barely say that it is unimportant. I could just set the entire hair area to be brown and that would be hair. That would be awful. This skin is simple and smooth. Notice that this is not a good thing. Smooth is in fact very bad. Smooth means that it looks like he's wearing a skin-tight shirt or something. But if you've looked at the latest Jav model, you'd see that folds are not my expertise. Ugh. Other details I could add are: hair in the middle of the head, gradients, noise, knee shading, and cheeks. Putting locks in the middle of the hair takes serious control of your textures. LithUnWrap is essential for such work. Gradients and noise are okay, but they don't do much in normal light and small pictures. Like I said in Shotty Guy's Making Of, these models don't get much exposure, 200x410x3 if they're lucky. Next, knee shading is cool. It makes the person think that there's actually a lot more polygons than there are. A realistic knee is very hard and takes at least 12 polygons, with shading, it takes nothing extra. Cheeks do the same as as knee, but might be better for more realistic works. JF is a comic and we want to keep it simple.

When I get to JF Final, I'm going to see about black and white rendering in DirectX 8. It could be possible using one of the following methods: a monochrome dithering color scheme, conversion to dithered monochrome in production, or black and white textures. What is dithering? You might've seen the color version it if you've ever messed with compressing a 24-bit color bmp to a 256 color bmp. You either get banding or dithering. Banding is awful, while dithering isn't too bad. Dithering uses dots in a pattern to emulate high color. It does a very good job, imho.

But the problem is black and white. You see, it goes to almost black. That would destroy a printer. If you want to see good black and white, just check out an IRL manga. The background is almost always white. Most people's faces are white with black outlines. Clothes are light or dark grey. So for JF to go black and white, it'd need something to emulate that system. They say that ingenuity strikes where there is need.

Update on AS3DMD-CPP. I got the mesh loader working. No skinned meshes yet, but it's just a cpp that I've gotta work with. I got the gui loader going, but it just won't go. It's really odd. I'm doing a loop with my ifstream and it works for the first loop and the second loop it won't put any values in. I dunno what it's deal is, but whatever it is, I'm going to kick it's arse tonight or tomorrow.

I saw Metropolis one week ago. I forget if I commented on it. Fifi stole the show and I got the toy. It's fully articulated. Very nice. There is indeed love and peace in the heart of cold steel. ^-^

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