Vladimir Golovin
Administrator
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Posted: July 4, 2007 12:09 pm |
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Vladimir Golovin
Administrator
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Cool
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Posted: July 4, 2007 12:10 pm |
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Rawn (RawArt)
Texture Artist

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ok...this is super freaky
Rawn
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Posted: July 4, 2007 12:11 pm |
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jffe
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Oh man, skulls, silver alien heads, mummies, I already vote this one an editor's pick, and I'm not even an editor.
jffe Filter Forger
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Posted: July 4, 2007 12:23 pm |
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selmo
Selmo

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Thanks!
Lots of controls on this one. It's the most complex algorithm I've tried so far. It's really puts a hurtin' on those two cores, gotta get a quad core if I'm gonna keep making filters with that many components!
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Posted: July 4, 2007 12:26 pm |
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Darth Axel 007
Darth Axel 007

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Wow, this is a procedural texture?
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Posted: July 4, 2007 8:49 pm |
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Carl
c r v a

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Clever filter Selmo, I think you'll have to be in the running for best new recruit
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Posted: July 4, 2007 11:33 pm |
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
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Yeah, pretty much says you can do anything you want with FF......
Excellent work!!!  Steve
"Buzzards gotta eat...same as worms..." - Clint :)
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Posted: July 4, 2007 11:37 pm |
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Kraellin
Kraellin

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very clever  If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig
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Posted: July 5, 2007 12:01 am |
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MysticBlueRaven
Texture Artist/ Cavy Slave

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Awesome skulls, I agree with Steve you can do just about anything in FF
Keep up the great work
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Posted: July 5, 2007 2:20 am |
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jffe
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My random alien zombie skullheads were all crooked  But this filter still rules, I love me some evil crooked lightbulb-shape-head guys.
jffe Filter Forger
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Posted: July 5, 2007 4:57 am |
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selmo
Selmo

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crooked? set lumpy head and crooked face to 0, and make sure LookLR and LookUD are around 50. That should give you a symmetrical face, looking straight forward.
I wish there was a way one could put brief usage notes for the controls, maybe as hovering tool tip? I try to name the controls sensibly, but even so, there are a lot of controls on this filter and well, some of them aren't immediately obvious in what they do.
If you click on the NextVariant button and make a completely randomized skull, it will probably make jibberish. The NextVariant button doesn't seem to obey the limits & ranges I set in the controls, so the carefully tuned Offset commands all go wonky.
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Posted: July 5, 2007 6:27 am |
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selmo
Selmo

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Here's a couple notes, on the controls:
Bumpy Head: the amt of bumpy surface texture.
Surface Grain: the amt of grainy surface texture.
Lumpy Head: makes the overall head shape misshapen
Crooked face: warps the features. Modest values can be used to make vague facial expressions. Just change the variant until you get an expression you like.
Face Depth: determines how prominent the brow ridge, nose bump, etc. are
Face Harsh: sets how soft or harsh the brow, nose, bump, etc. are
Feature Smooth: rounds over the edges along the eyes, nose, and mouth. Tends to look best at the extreme values, while the middle of the range has a weird outlining effect.
LookUP and LR: moves the features in the skull.
Alien Eyes: zero gives round / oval eyes. Larger numbers makes a more angry look, and becoming weird alien eyes at the maxima.
Nose: higher numbers moves the nose up and makes it longer. Short values push it down and make it more "pug", to the point of disappearing at the extreme low end
Septum: the separator between the nostril, set to 100 for a single nostril.
Smile / Frown: Adjusts the curve of the mouth, but has a shifting side effect, so you may need to adjust the mouth position again after changing the smile / frown value.
Hopefully everything else is pretty straightforward.
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Posted: July 5, 2007 6:41 am |
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CFandM
ForgeSmith

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Oh no!!! A Big Scarey Floating Head Filter..
This is very cool..I give that 3  Stupid things happen to computers for stupid reasons at stupid times!
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Posted: July 5, 2007 11:16 am |
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jffe
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selmo wrote:
crooked? set lumpy head and crooked face to 0, and make sure LookLR and LookUD are around 50. That should give you a symmetrical face, looking straight forward. |
----Ha-ha, yeah, I saw "crooked face" there and turned that way down, I missed the "lumpy head" adjustment, and the LookLR and LookUD, I'll havta give those a shot at helping straighten things out.
jffe Filter Forger
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Posted: July 5, 2007 1:26 pm |
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jffe
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I see this one did finally go HU.
jffe Filter Forger
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Posted: April 9, 2009 3:07 pm |
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Digisynth
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This Rox!!!
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Posted: August 7, 2009 2:29 pm |
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Targos
Game Dev
Posts: 196
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Yea a real beauty
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Posted: December 16, 2010 4:40 am |
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