Source Filmmaker

Source Filmmaker

Nightmare Fredbear (+ Nightmare)
Emil  [developer] 23 Aug, 2015 @ 1:16am
Reasons behind the model
Okay, so lately I have gotten a lot of comments about how the model "looks like paper" and "could use more details". I will explain to you why I have made the model the way I made it.

Details:
I added as many of the details as I could, it was not all of them that were visible from the images of Fredbear that we have, so I did my best. Since the model would need the entire endoskeleton (because of the Nightmare skin), I figured I wouldn't make any holes or tears that were "just a texture" (as they would be pitch black), I wanted you to able to see through every hole, and every tearing. I did this while also keeping a reasonable poly-budget.

Normal/Bump Map:
I did experiment with a Normal/Bump Map as I was working on Nightmare Bonnie, and I was able to render a pretty detailed normal map. But if I had to put a normal map on the model, I'd have to sacrifice a few other things, which in turn made the model look less "withered".
These were things like the Phong-Texture, which controls how "shiny" the suit is, so that all of the darker parts on Fredbear won't "reflect" as much light as the lighter parts.
I also had to remove the Phong-Color-Texture, which makes the "shiny-ness" have the same color as the places they are on, instead of being plain white.
These are the reasons that I haven't added a Normal/Bump Map. But if I find a solution, then I will add a Normal/Bump Map.

Polycount:
Some of you may think that the polycount could be raised in favor of more details and such. While that may be a possibility, you also need to remember that not everybody owns a "SuperUltron 9000 PC with 64GB-RAM with Intel Core i9 and Nvidia GeForce GTX Zeus XXX with 3 USB 5.0 ports and an 2TB SSD", your supercomputers may be able to handle 400 engineers in SFM all dancing at once, but some people have computers that either just barely meets the requirements to run SFM, or maybe are around the recommended settings if they are lucky. So I make the models as low-poly as I can, whilst still maintaining the "quality".
Plus, if I were going to make the model more detailed, I'd have to pretty much redo the entire texture, due to the UV maps having to "squeeze together" a bit to make room for all of the new polygons. So that most likely isn't going to happen.

Please don't tell me about how the model could be even better, at least not unless its a tiny detail or something that I could easily add (like a normal map, if it could work out).