lots of boxes are not the same thing as assembly lines and that sort of thing. you non-designers wouldn't know about that, but that's ok.
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lots of boxes are not the same thing as assembly lines and that sort of thing. you non-designers wouldn't know about that, but that's ok.
*e* @ Nubz* No, thats different. See, tweeks details, all though minor are actually organized and stylized. FD's was just a shitload of fucking squares, 90 percent of it not looking planned at all.
*epicedit*
Did that today, still working on it. Haven't had much time away from shit, and i was craving to make awesome, so yeah. That is just the bumps (unfinished bumps), rendered, so even more awesome is soon to come.
i has progress
http://xs222.xs.to/xs222/07500/needsaname.jpg
there might not be alot of new stuff to SEE, but there's a whole lot of unseen progress :o
How exactly do you make those little detail things. Like the cracks. Do you just use the cut tool and then chamfer the line and extrude it inward?
cracks? you mean like the lines?
dunno if this helps.
note: this is not the way to model, this is purely to produce a good normalmap when smoothed.
don't anyone ever dare using geometry like this in realtime because the world will laugh at you.
normalmap-purposes only.
CONTINUE BECAUSE IT AM WIN!
honestly though, it's not very defining, it kinda reminds me of the inside of an antique watch, and honestly, i think that's a positive thing.
i think you should maybe do 2 more or something, maybe see if you can define it a bit more, and then you can form a more founded opinion on wether it's something worth going after more intensively.
my opinion: you can do ALOT of cool stuff with that style, i already have some ideas floating in my head now :3
oh yes, creativity has set in!
maybe i should come up with a 3d style that'd go along with it :3
OH btw get on aim, because this cannot be contained in one mind alone!
Yea that sortove helped. It looks like you just chamfer the shit out if it with a few other things. And I spot soem type of error in the middle left. I think its an overlapping face but I'm not sure. But thank you. And Dane I like the style but I truely loved the forerunner stuff you did. You're the only person I think that can truely make forerunner textures. But since your moving onto the Unreal Engine I guess it's good to use this style. I like it though. I will have to get used to it then.
Those lines don't matter because this isn't going into any engine I don't think. But I bet he will optimise them out when hes fully done.
?? As he already said they are there for the high res normal map. He's using subdivision (I'm guessing), and those lines are necessary to avoid errors when he applies the modifier. It makes it so the edges smooth properly.
I got confused about normal maps so I did some research and found this nice tutorial that answered all my questions. Hope this helps any people who are confused about normal maps.
http://www.game-artist.net/forums/vb...e&articleid=16
meh, tl;dr :eyesroll:
anyway, after a few months of no modeling,
my eve subscription expired and i'm broke till next week and i was bored.
about an hour of work, i found the concept in facepunch i think...
http://img252.imageshack.us/img252/1...hathinkrc3.jpg
:downs:
http://img155.imageshack.us/img155/1...enderedrc4.jpg
So I made the best texture I've ever made, rite.
Tiled it across twice for yas to show how well it tiles. Rendered with imitation bumps. specular and illumination in photoshop.
Now THAT is a lot better! It looks like the Forerunners' and Protoss' fully legitimate child, that has received much love and care over the past few hours of its existence. Nicely done.
Protoss?
Forerunner?
I'd say it's something Closer to one of Hr giger's style.
yet different.
completely awesome man, i cant begin to praise you enough.
Or more like me not trying to make stuff look like anything?
If anything, I used a bit of australian Aboriginal art for a bit of influence.
Just the Mass of Detail i was referring too.
It's diffeent to anything i've seen, it's just the amount of detail, and layering.
added some nice stuff to the side. its a crap angle and render, but i don't care.
ill see if i can post better images later.
stuff is starting to take damn long to render, so i cba taking more pics atm.
i've added some round things to it, it wasn't really my intention, but it came out that way anyway, dunno, seems to have worked out pretty good.
ill be working on it for the rest of the evening, so.. CRIT ON!
http://www.spacebrick.net/pictures/b...llery/what.jpg
Tweek, what's with this? That's unusually sloppy for you. It looks like unsmoothed terrain. I hope you aren't finished with that area yet...
I was saying that it has both ancient and present qualities to it, and is very stoic, not necessarily like either of the two in style, but moreover in concept. Also, it seems to have an almost audial quality, looking like music bars and vinyl records. Also, I can definitely see the Aboriginal influence - we have an Aboriginal art museum near where I live, and my mother and I have been up to see it a few times. Quite amazing artwork, especially when you know the history behind it.
good eye ;D
yea that's just unsmoothed.
here's a better pic.
ignore the most obvious stuff at the bottom-middle bit of the image. same goes for where the thing on the side goes up and meets the top of the cabin bit.
it's taking 7 minutes per render now, and climbing, cba fixing it and waiting another 7 for it to finish again.
note: im not posting this for MASSIVE E-PEEN, but i'm looking for crits, telling me its awesome is nice ofc, but it's not very helpfull :3
Looks epic.
Hurry up and finish so I can skinny skinny.
I still see errors there, but I'm sure you're well aware of them. :P
Still, idk if that rounded cab fits in with the wheel assemblies- both are very cool, but the cab looks somewhat streamlined, while the wheel assemblies are huge bold angular things... but then, you're doing this off of a concept drawing someone else made, no? I remember seeing something like that a while back... mind linking it here so I don't have to go dig it up?
e: oh also, just out of curiosity, what's the poly count?
I did this over a year ago for an animation assignment.
http://s96.photobucket.com/albums/l1...rySamGrech.flv
that's me doing that horrible accent btw xD
E: oh dear god it's worse then i remember :lmao:
atleast I got an A+ for it :3
Darth V with a shotgun?
omfgbbq
So I'm making another one ;D
http://img175.imageshack.us/img175/4...rrendervn8.jpg
Can't wait to see what it looks like when it's done. The other one was :awesome:
Damn, Dane, just when I was starting to think your forerunner textures were starting to get a bit repetitive, you go and do something like this. Will you ever stop being awesome?
also:
http://xs222.xs.to/xs222/07513/bombarut.PNG
dano, make normalmap ok, it doesnt eat bumpmaps.
allrighty
also wheres the specular?
Going to give that a parallax map? It's actually quite easy and a sort of tut explaining it is on this page. It would look awesome with parallax mapping tbh. :D
parallax mapping modifies UVs, only works on tiling textures, so not on skinned stuff.
@dano, in your next-gen-textures-thread
Lookin' good. It looks very 'ut3ish' lol. Also the map that pic is on Tweek, is full of WIN!
You know what else is full of win?
http://img180.imageshack.us/img180/5...enderedeh9.jpg
That's actually not done, It's just a mockup of what it might look like. There will be more stuff added outside that thing. It's not meant to tile either btw, just a sort of crossroads-joining-of-multiple-corridors-middle-central-piece-thing.
:3
Art deco ftw, and that, my friend, looks like some ass kicking art deco style sci-fi win-ness.
Maybe it could go in some sort of digital-zeppelin type thing, idk: But it looks like sex.
I'm getting a better eye for your artistic styles, and I can see that it isn't finished yet (at least not by your high standards). Are you designing these for something, or just practicing with a specific style? I'm loving the looks of all of it except the eight black spheres, due to the fact that they pull your eyes along the horizontal/vertical axises, detracting from the thoroughly established diagonal axises, and also pull attention away from the center. The unfinished 'eggs' (with the glowing green bars) appear too large in my opinion, but that may just be their unfinished-ness and the black spheres putting stress on their shapes.
[ot]Also, were you playing on Diesel PL3 today?[/ot]
No I haven't played halo online in MONTHS.
Also yes your spot on.
you mean the colours?
Also what is that game anyway.
The colors do look the same, but its not the same texture. And that game would be eve.
Ok...i got sooooo bored i started doing a 50/50 3DS/PS Starwars image.
It's still heavy WIP and taking input so, hopefully will have alot of 'pew pew' and dog fights in there. The thing I'm happiest with is the 'blowing up ship' as my PS' editing was :) there but theres alot there already if u look close, hopefully alot more to be added too.
PS: MN are my initials lol (Matt Needler)
do want.
looks like pre-trinity, but I dont play the game tbh
Wait....it is. D:
Show me the new Dominix D: <
the middle chest area looks iffy on the second, and the leg and arm going over the sofa don't look quite rite to my mind. otherwise, I like it :)
I love the camera angles.
Really, Really bored today, so I tried to humor myself. Looks pretty good i guess, could use a higher polly hog though.
http://i266.photobucket.com/albums/i...rthogfunny.png
new rims D: Those ones are ugly
Damn, if you think thats trinity, u'll have a surprise lol. But that Domi pic was pre-trinity. All gellente ships are more 'blue' now. I don't have any pictures of the Domi but heres the Brutix and Myrm.
I like the tires but if you add more detail to the actual rims it may suit the hog if you sported the hog out more. Which would be cool, if you could add detail to the hog and make it more 'sporty'.
Give it a body kit.
lol i guess i can attempt vehicle modeling..im not that good but i can try
well here i go
I don't think I've shown this to anyone before, it's been sitting in this folder stuffed away for a long time.
[wshot]http://img507.imageshack.us/img507/5781/lastsuppermp4.jpg[/wshot]
lol.hilarious..where did you find something like that lol?
find? made it
oh..lol nice then..i got to give you +rep for that..anyways i made a better rim for mah wheels. Suggestions?
http://i266.photobucket.com/albums/i...o216/tires.png
http://i266.photobucket.com/albums/i...o216/tire3.png
Try messing with materials and smoothing, especially with the rim, i like the indent in the middle but the 'stretched down' holes make it less appealing and may/could be fixed with fixed smoothing groups. Might just be me...who knows, also with the current smoothing it looks like foam, or something, so making it sharper would make it look more like metal.
Alot of wheels have the smoother look to them you describe, and with a nice chrome material I think it would look nice.
Even then, I agree with you. Something like this would look awesome....
http://img.alibaba.com/photo/1155772...s_E53_Rims.jpg
i did this really quick in max..i cant really tell if its good or not..that i guess is up to you
http://i266.photobucket.com/albums/i...tirechrome.png
looks okay I guess, nothing special though. Try modeling something that really shows off what you've got to offer.
hmm..what should i make..i cant really think of anything..any ideas?
a car to go with the wheels
A pimped out tank would be AWESOME.
http://img155.imageshack.us/img155/9...itrapedqq0.jpg
You're gonna get RAPED.
LOL, that's awesome
http://img525.imageshack.us/img525/1...onscopygb5.png
http://img525.imageshack.us/img525/1...fcad957f60.jpg
Not exactly showing off... SKILL, persay, but it was fun.
This is a new signature I'm working on.
I need some kind of halo type thing to go in it as an image.
http://i54.photobucket.com/albums/g9...NS/tpesig1.png
@hurrvish: I prefered the first one. the shoopage is less obvious.
Realised I posted this in the wrong gallery thread.
http://img505.imageshack.us/img505/6...cketcatlr9.jpg
:P
Nice Hurrvish, bored much? :d
@ n00b
There's no shoopage involved. It's taken as is from the game.
hmm.i made this earlier for my friend simulacrum..the pickups arent temporary suggestions?
http://i266.photobucket.com/albums/i...16/guitar2.png
so i built a shader O_o.
this one is made for the ground+cliffs in the Helix Canyon remke i'm doing.
the Bloodgulch texture is temporary, untill i make a proper one for Helix canyon. (only have to swap out that one texture, to make it work for helix canyon.)
it's not done yet, so it'll propably grow more. this only builds the ground.
now i need to add the bit which renders the cliffs, and stuff those on a vertex blend on a seperate UV channel.
ut3 is awesome.
Is he the one whose helmet you can see at the bottom?
The red guy in active camo behind the blue guys in the structure?
Yep. (Directed at Conscars)
EDIT: Christ, I have to spread some around
they why are there 18 people in the second image?
E: 19, i just noticed that ghost was active
by last, i mean this one:
http://s5.largeimagehost.com/HL/UehrehU/Capture2.png
Hi. Bored on Christmas morning before i sleep. And not much to do, i thought i'd have a go at GMOD Screen shotting.
iLove
http://img507.imageshack.us/img507/9160/ilovepe4.jpg
iKiss
http://img264.imageshack.us/img264/4564/ikissrc2.jpg
Click either for larger image
Originals
http://img507.imageshack.us/img507/6...uct0001pd6.jpg
http://img175.imageshack.us/img175/4...uct0005dx0.jpg
ooh i see it heres the pic
http://img291.imageshack.us/img291/3935/dudept3.png
I can't see shit....