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Thread: offtopic Gallery Thread

  1. #651
    I R Serious Texra DaneO'Roo's Avatar
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    Re: offtopic Gallery Thread

    Quote Originally Posted by n00b1n8R View Post
    Dano, since when do you go to college?
    Since 2 months ago

  2. #652
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    Re: offtopic Gallery Thread

    Quote Originally Posted by flyinrooster View Post
    Looks awesome (DANO), tbh. :awesome:

    Also, tweek, I've wondered this for a while... does your view port ever lag, and if so, how do you deal with it? Hide sections you aren't dealing with? Seems hard to work with. Anyway, good job.
    dont listen to lama, he makes fail :awesome:
    just turning off edged faes makes a huge difference. you can't see whit with edged faces on so many subdivs anyway. plus, that high res stuff you see, that's not like that all the time.

    i make a low res mesh (with special techniques to get a proper high res), then shove a turbosmooth on it. tadaah, high res. just take off the turbosmooth, and you can turn on edged faces again.

    ye, i hide and unhide alot of stuff, lets me see all around the object while im working on it too, and dont have to worry about other things blocking my view when i rotate around the object.

    and the tube, that's not a texture, that's geometry

    i'll make a timelapse of the next bit i'm going to work on, so you can see how and what and blah.
    Last edited by Tweek; September 5th, 2007 at 04:45 AM.

  3. #653
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    Re: offtopic Gallery Thread

    Good idea

  4. #654
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    Re: offtopic Gallery Thread

    Quote Originally Posted by Tweek View Post
    dont listen to lama, he makes fail :awesome:
    just turning off edged faes makes a huge difference. you can't see whit with edged faces on so many subdivs anyway. plus, that high res stuff you see, that's not like that all the time.

    i make a low res mesh (with special techniques to get a proper high res), then shove a turbosmooth on it. tadaah, high res. just take off the turbosmooth, and you can turn on edged faces again.

    ye, i hide and unhide alot of stuff, lets me see all around the object while im working on it too, and dont have to worry about other things blocking my view when i rotate around the object.

    and the tube, that's not a texture, that's geometry

    i'll make a timelapse of the next bit i'm going to work on, so you can see how and what and blah.
    Also, was it really worth it to model those tiny details on the tubes? Can't you just do that with a normal map? Yes I know, geometry is always better, but still...

  5. #655
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    Re: offtopic Gallery Thread

    Quote Originally Posted by Timo View Post
    Or you could just use center instead of stretch when you're changing wallpaper(s) :d
    your widescreen image =/= my 5:4. Center leaves black margins at the top and bottom.

  6. #656
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    Re: offtopic Gallery Thread

    Quote Originally Posted by LlamaMaster View Post
    Also, was it really worth it to model those tiny details on the tubes? Can't you just do that with a normal map? Yes I know, geometry is always better, but still...
    He makes a fuckingly hi poly mesh to create the displacement map from (the normal map) and applys it to a lower poly model ingame. It's just saves painting the normal maps by hand.

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    Re: offtopic Gallery Thread

    Quote Originally Posted by Ð4ÑØ † View Post
    He makes a fuckingly hi poly mesh to create the displacement map from (the normal map) and applys it to a lower poly model ingame. It's just saves painting the normal maps by hand.
    Damn, I didn't know you could do that, thats a really good idea. (my computer would probably explode from all those polys)
    Last edited by LlamaMaster; September 5th, 2007 at 10:58 AM.

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    Re: offtopic Gallery Thread

    i've got a 3d card wich exels at just pushing raw polycount, it runs pretty smooth, and like it said, my high res "cage" (special low poly), is not that much. its damn wel alot more than your regular "normal" poly model, but its not like 100.000 yet

    in any case, the whole process of making it all isnt really hardware-intensive. since it's all raw geometry, no fancy textures, multi-pass shades, pixelshaders, displacement mapping, whatever technical stuff you see in games, it's got no extra load displaying it. (that's when you don't have edged faces on, since that actually adds plenty to be calculated along with the mesh itself)

    in short, even you can do it.

    Quote Originally Posted by lamanoob
    Also, was it really worth it to model those tiny details on the tubes? Can't you just do that with a normal map? Yes I know, geometry is always better, but still...
    told you the lama mackz fail.

    I wanted to do more work on it, but i decided to slack off with dano instead.
    also, his mom's battery is dead or something. :awesome:

    ill do more work tonight.
    ------------------------
    edit:
    ------------------------
    kay.
    tonight's work. not much, but meh, every bit counts.
    had a lot of problems with this piece, because the concept sucks, 2D =/= acurate
    that's also why the foot is so incomplete, the drawing im working from just has some bits floating there, now that might be fine on a concept drawing, but it leaves me to come up with a system that can actually move those pieces around
    same goes for that piece of arm. at the top it's right in the middle,but at the bottom, it's aligned with the side of the other bits. and it's slimmer too, so bah, spent a while trying to get that to work, but it worked out in the end i guess.
    also, now that i've added some things to it, and get to see the bigger picture, and scale of things, i'm wondering why i put so much effort into SUCH small details you'll never see anyway, it'll be like 1 pixel on the normalmap
    wasted effort ftl.


    moar tomorrow.

    another edit:
    the new bit actually has some nice grooves on it, but it diceded not to show up on this, it'll be there next time
    Last edited by Tweek; September 5th, 2007 at 04:46 PM.

  9. #659

    Re: offtopic Gallery Thread

    That is :awesome:. Can't wait to see you finish it.

  10. #660
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    Re: offtopic Gallery Thread

    Yeah, thats the problem with concepting. I'm making a gun I designed, and I didn't think far enough ahead and now I've gotta devise and model a system that a covenant gun operates :X

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