Diggin those ice horns.
Diggin those ice horns.
lets the sexism begin!
Might be worth noting;
Ifrit starts off black/brown when you begin to battle him, and then turns bright orange some time into the fight following the message "Ifrit is engulfed in flames".
This might be the basis for shiva's human like skin tone, and as the fight ensues she might turn this pale blue with a similar like message, covering her in body ice or just becoming colder in general.
I think the 3D model is just not finished yet. It is a developers blog after all.
By the way I was looking through the earlier portion the thread and noticed some of you are confused about digital sculpting in regards to texture and color.
I dunno if it was fully covered or not, but I thought I'd chime in anyway because I'm like that. Zbrush can be used to texture models with various materials and the ability to paint individual polygons on a dense model. As you can see here with a default project in version 4R4:
(lovely right?)
Now here's the same model but with me painting in random materials and erasing some of the color from the polypaint:
Shiva here looks to have default materials, in this case what looks like a basic matte skin shader with placeholder colors for clarity when they decide to texture it, probably by hand as painting in another program as zbrush is limited by polypainting, especially when converting to lower resolution. They will probably use this as a base model to construct the low poly from and convert the detail to a normal map so it appears to have the same level of detail in the game model.
Basically, what the texture looks like now isn't important. As a game asset, textures will be done differently.
Last edited by Gramul; 01-23-2013 at 07:03 AM. Reason: normal, not displacement
Exactly, only they are most likely using normal maps not displacement maps not trying to nit pick but there is a difference between the 2. This is the normal example I shot out but it got buried.By the way I was looking through the earlier portion the thread and noticed some of you are confused about digital sculpting in regards to texture and color.
I dunno if it was fully covered or not, but I thought I'd chime in anyway because I'm like that. Zbrush can be used to texture models with various materials and the ability to paint individual polygons on a dense model. As you can see here with a default project in version 4R4:
(lovely right?)
Now here's the same model but with me painting in random materials and erasing some of the color from the polypaint:
Shiva here looks to have default materials, in this case what looks like a basic matte skin shader with placeholder colors for clarity when they decide to texture it, probably by hand as painting in another program as zbrush is limited by polypainting, especially when converting to lower resolution. They will probably use this as a base model to construct the low poly from and convert the detail to a displacement map so it appears to have the same level of detail in the game model.
Basically, what the texture looks like now isn't important. As a game asset, textures will be done differently.
https://dl.dropbox.com/u/18215724/normal_example.jpg
Yes, sorry, I sometimes get the two confused.Exactly, only they are most likely using normal maps not displacement maps not trying to nit pick but there is a difference between the 2. This is the normal example I shot out but it got buried.
https://dl.dropbox.com/u/18215724/normal_example.jpg
I admit, the very first thought I had after seeing her was "TERA". Fortunately it's not her final version. I do like how her lips are blue, it's a nice touch, shows that she's really cold.
Big Fan of the Character Model over all, but the color scheme is terrible and not representative of Shiva at all..
Those Colors would be better on Siren in my opinion.
Shiva, the Ice Primal, can not look like she has been sun bathing in Bermuda for three months. It's just wrong.
They need to fix this and maybe her hair an cloths won't look so out of place.
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