hihosilver: Thanks! I consider the silhouette most of the time, but there's also the textures that aid in the effect as well. Originally, the character was going to be a ways away from the screen, where such a blocky silhouette wouldn't be noticeably different from a smooth one. However, I reconsidered and thought of some possible gameplay ideas for the sidescroller, and figured I'd add more detail. Besides, his arms and hands are probably the most important parts!
Mactetra: Hah, didn't know I had fans already, I only posted one doodle in the past
But I appreciate others appreciating my work, so thanks!
As for your question, the image was rendered using Anim8or 0.97d's AmbientOcclusion feature for the ART raytracer. I'll discuss that further down in my post.
thecolclough: Glad you like it
I might link up if it ever gets done
The game itself may or may not just be a fairy tale, I don't know if I want to bring it that far. What this project is is just a model pack, really. I just make the art for it under a scenario for a game in development. I think I might be able to do it all the way, but the actual game development, if any, will take place
after I do all the artwork and animations for all the characters, creatures, props, and environments. But expect some interesting posts once I get to the texturing/animating
The Burlap ManWIP Render 2 (1680 Triangles)To-Do: Interior of Mouth, Pupils, Weapon
Alright, up there's an update, got his hands done and added more divisions to his arms, made his little skirt thing.
The left render was done using the ART raytracer. I enabled the AmbientOccluder attribute, gave it a global intensity of 0, and ambient intensity of 4, with a 144 AA sample rate. It took ages to render (approx. 2 hours on a 1.6 ghz 1.75 gb ram laptop). The effect is nice, but is it worth it?
So, later on I decided to go ahead and fake the AO to see if I get better times. I tossed in 9 infinite lights casting shadows with 29 29 29 RGB, 100 percent dark shadows, Soft with 40 radius, Monte Carlo 6-10 samples, (4 lights facing down at 45 degrees, 4 lights facing parralel to the ground at alternate angles to the 45 degree lights, and 1 facing straight down). I also added 4 more non-shadow casting infinite lights facing upwards, 20 20 20 RGB.
It doesn't look quite as good
yet, but it's certainly faster at 362 seconds (approx. 6 minutes). I could tweak the scene a bit more and it'll look even more like it.
So my verdict is that it's not worth it to use the RayTracer for AO until it gets some speed optimizations! At least, it's not worth using if you're making pretty little claylike WIP renders like what I'm doing. Not to mention AO means no normals which means you can't crease edges and expect them to show up in the render. Hard/Creased edges are still common in video game art, and I'm using it to make details stand out (though the scanline render highlights some edges that aren't creased--that's the result of having a lot of monte carlo lights with large radiuses...the AO in the ART render shows it as well but is more subtle).