• entries
    338
  • comments
    2046
  • views
    1154447

Skin/Character shader work in progress.

Sign in to follow this  
dgreen02

318 views

Characters are rigged for full facial animation. There are 36 more of them, spread across 9 gang types + cops / SWAT / civilians.
They should all be done in the coming months.

I'm also getting MANY animations done, and many variations of each animation [ie: 5 running animations, etc].

Anyways, this shader is 60 instructions, Pixel shader 2.0 tops out @ 64 sooo for animation, shadows, etc.
I need to bump my game up to support Pixel Shader 3.0 [basically ditch my ancient version of the SDK for the newest].

This shader is a modified version of Joel styles' excellent skin shader.

The game will require Pixel Shader 2.0 [any game you buy today requires the same thing by Q1 2008 it should be no problem].

I'm also working on adding Xbox360 controller support, I think it'd be great to have a pressure sensitive mechanism for controlling the vehicles, etc.

More info & pics later, should be in-game / animated in-game in the next day or two. That means video time ;-)

- Danny

P.S. sorry about the one sentence-on-a-line style, my margins are so fux0red 2k^2 images, un-thumbnailed. Meh.





[EDIT]
Here is an image of one the first Italian gangster, I'm probably going to have to supply custom shader values per-model.

There doesn't seem to be one set of shader parms which works for all models/skin types.

Sign in to follow this  


4 Comments


Recommended Comments

I hope you've got a good shader LOD system going 'cause you'll need it for the strategy POV. Can't wait for the videos to see those bastards in motion.

Share this comment


Link to comment
Yea I've gotta have like 3-4 character LODs...that should be enough.

The character in these screenshots is 4000 triangles.

They'll have to be in-game before I can do stress tests, etc. It's taking me 7 hours to download the latest DXSDK...ugh, I could finish the work by then. Though I can use the Dec. '06 SDK then just drop the newest one in, though I'm not sure how much will be different.

Share this comment


Link to comment
I'm not that worried about the polycount but rather about the shader complexity. That's why I mentioned a shader LOD system. There is no need to render a complex SSS skin shader for a character far away from the POV etc.

Share this comment


Link to comment
Right well far away characters won't have many pixels to rasterize, the only time I can see it being pixel shader limited would be if there were like 50 guys all close together and close to the camera [which is possible I suppose]...I can see churning out 50 12000 vert characters easily limiting the scene by vertex throughput [I've gotta process all the verts regardless of distance, which is why I'd imagine the scenes would be vertex limited far before pixel limited].

I dunno we'll see, I will also do a shader LOD system though, it's pretty easy to just render flat shaded characters @ a certain distance and scale up the effects, right now I'm just focusing on trying to acheive the best quality possible.

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now