I might as well dump the artwork screenshots out...I can't just keep them for myself :-D
I received one other model, though I sent it back for slight modifications, I'll post it soon, it's a re-make of an older latino gangster model.
Irish gangster A -
My shader
From the artist
Cuban gangster A -
My shader
From the artist
Biker gangster A -
My shader
From the artist
Concept Art -
Irish Gangster B-
Citizen Female A -
Citizen Female B -
Citizen Female C -
Citizen Male C -
Weapons....
.38 Special
Hunting knife
I had a crazy idea about some new kind of shadow algorithm...or rather a better way of packing shadow maps...using an atlas and rendering the shadow weighting values into one of the atlas corners, and using the other 3 as normal shadow maps of increasingly larger size, the last one being the entire game world, they would not be updated every frame, and I think if the texture atlas was large enough, say 4096x4096 it might work out quite well...still you'd have to render the scene 3 times....arg I'm tired of typing...lets just say I've been thinking a lot about it lately, and I wish I had time to explore this idea I had, but I'm probably just going to do an improvement of some kind of frustum aligned CSM, with 2 textures...it can look good w/ a 2k^2 and a 1k^2 if you place them correctly, and also I can avoid 2 scene draws by sorting the geometry by shadow map.
Ehhh.
Back to work, or sleep...not sure which one.
Is that right? It just looks a little ... well, not quite right.