Skin animation, Normall maps on decals?

Post your suggestions here
Post Reply
Sandhapper
Posts: 1267
Joined: Sat Jul 10, 2010 9:21 am
Team: MotoRAD
Location: The Nederlands

Skin animation, Normall maps on decals?

Post by Sandhapper »

Skin animation, you can make a skin in photoshop and save it as a .GIF file (different shadows or something) so it looks a bit better ingame and you dont need to animate the rider model.
Normall maps on decals, I think this would be great, you can see more details, etc etc....

This is only a suggestion, i dont know if this would work fine.
2013 EMF outdoors 2nd place overall
2013 MxSCentral outdoors 2nd place overall
2012 EMF outdoors 2nd overall
2012 SMA sx 2nd overall
2011 SMA outdoors champion

Image
cpt_Slow
Posts: 683
Joined: Sat Dec 15, 2007 5:58 pm
Team: Privateer
Contact:

Re: Skin animation, Normall maps on decals?

Post by cpt_Slow »

You can animate skins already by using the .seq file format :)
staydown
Posts: 558
Joined: Mon Feb 02, 2009 7:53 pm
Team: Building Tracks Only
Location: Lehigh Valley, Pa

Re: Skin animation, Normall maps on decals?

Post by staydown »

hmm.... this has me thinking. I think I have heard of someone using a seq normal to mimic the jersey ruffling in the wind. "maybe I was just drunk when I thought I read that" But, if we can indeed use a seq for the normals on a rider skin, then adding a wait "x" seconds command to the seq file should give it adequate time to start the animation so it starts after the gate drops. Someone has to try this out if it is possible.
cpt_Slow
Posts: 683
Joined: Sat Dec 15, 2007 5:58 pm
Team: Privateer
Contact:

Re: Skin animation, Normall maps on decals?

Post by cpt_Slow »

You did indeed hear it, and it was me, although I used pretty crappy normals so it didn't come out so nice, was also on my old computer so lagged really badly :/
Post Reply