I think the parts I personally like the best of your scene is the mood of your lighting also includes the walls and the pillars I think they are eye catching along with the bottles not mention the awesome model and texture of your water heater.
I wont bother you with crits right now as they are really minor, unless you are interested of course.
edit: havent responded to your crits in mine , because I want to adressed better, with a better understanding of enviroment prop placement. thanks for your comment and again congrats on your scene.
Thanks man
now, I'll call it completed
Your's coming good too, just finish touch....
Also if you haven't check "http://vimeo.com/38542834" I suggest, you shld.. Its about color lookup table, simply awesome feature....
I've been rummaging through these posts and thought I'd give it a go even though the date's passed. I'm having a difficult time setting the pivot for these pipes to make them modular. I don't have any experience with making things that are curved modular.
As you can see the pivot is waaaay off. Any advice on how to snap that to the model and then the grid? If it were any other shape I'd drag out a face or edge til it snapped to the grid but that won't work here. I'll get it close in one view and go to another and it's way off again. This is the left view so it looks like things will snap correctly, but the top view says otherwise.....
I know what to do just now how to do it so any guidance would be greatly appreciated
Just wanted to drop by and say everyone's work looks really awesome. I unfortently did not have time to finish this months due to a few freelance gigs that came my way(guess it's not so bad haha)
I've been rummaging through these posts and thought I'd give it a go even though the date's passed. I'm having a difficult time setting the pivot for these pipes to make them modular. I don't have any experience with making things that are curved modular.
As you can see the pivot is waaaay off. Any advice on how to snap that to the model and then the grid? If it were any other shape I'd drag out a face or edge til it snapped to the grid but that won't work here. I'll get it close in one view and go to another and it's way off again. This is the left view so it looks like things will snap correctly, but the top view says otherwise.....
I know what to do just now how to do it so any guidance would be greatly appreciated
Make sure the start and end of any pipe section falls on a grid point, and you put the pivot point at the center of one end of pipe section.
I'm a Maya user, so I can't really tell you how to do this in max specifically. In Maya I would:
snap a nurbs circle (or whatever it's called in Max) to a grid point
then move the it's pivot depending on the size of the bend
revolve the circle 90 degrees or whatever you need to make a bend, and use that section to construct the other bends.
If you need a different radius, I can just repeat the same process, but adjust the pivot point.
By revolving you can also be certain that the ends of these 90 degree bends line up properly at each end unlike some other methods, which like in your screens end up with the end of the bends being skewed.
I made my pipes a little different then what you suggest m4dcow. I just created a spline, messed with the verts, and made the spline viewable in the viewport to give it its shape. I have the ends snapped to the grid in the Front and Left view but the Top view isn't. I can't get the verts to snap where they need to which makes placing the pivot impossible. I can get the gizmo to snap where I need it to go, just not the verts.
Here's what I'm talking about from the Top and Front views
And how I can't get the verts to snap the way it's bending
OKE, thats it. Cmtanko inspired me to enter this challenge (the next one) =P I am still a total newb but it might be time to push myself into completing an environment.
@Chase - If you select the verts on the loop that you want to make the pivot central to then the X,Y,Z location should be shown at the bottom of max. So select the loop, copy the x,y,z locations shown then go into the hierarchy tab, select 'Affect pivot only' and input the same values (where you got the x,y,z numbers). Hope this helps
Edit - forgot to mention that you will need to make sure the verts that you use to get the pivot information from is planar - quick way to ensure this is the case is to select the verts and use the 'Make planar' buttons under Edit Geometry (best to use the X Y and Z buttons rather than the 'Make Planar' button as this will take an average)
Yeah Zero I'm not getting things to work. It's rather frustrating haha. How do I upload an obj so you can see what I'm doing wrong? If you'd be so kind cause right now I'm just going in circles and not getting anything done
ZeroBigSis: Thanks man, your help did worked then
Not exactly a critz , but I think it would have been better if you rendered it without showing the hollow (outside world) . A closed room would have been better ? . Anyways, I liked your scene from the beginning. Really awesome
Hi guys I hope I'm not too late I thought the challenge ended at midnight.
This is as far as I can go, its was a good learning expirience ,and thanks to everyone for your crits and thanks AlexCatMasterSupreme and cmtankofor your taking time to check my progress.
This challenge I tried to learn and get better at :
-Hand painting
-Lighting and color mood
-Fast modeling
-UDK materials
Also learn no to super saturate a scene making everyone want to rip their own eyeballs.
I.. wait! Didn't anyone mention the term "noob"?!? -> define: "noob" ^^
Just was thinking about joining next month, but I dont see anyone here whom I would dare to call a noob. If this is noob, where then am I to be put? xD
nice work everyone! But now I have to go and dig through crit-posts. Suck up all wisdom. Cheers!
Everything is looking fantastic here guys. Great job to everyone who participated on the challenge. Cant wait for the next one to start. I hope everyone joins the next too.
Everyones done really awesome Here's my final entry for the competition. I know it's a little different from the concept, I got carried away...I hope it's fine. Had a lot of fun with this.
Looking forward to taking part in more of these things. I'll try to upload more progress shots when I do it again.
Hey everyone, been a great extended month! This was my first challenge and FIRST time working on a project with a deadline(second time creating a environment scene). I have learned a lot from this challenge and can't wait to participate in more. The more you try at it the better you get! Some things ive learned while doing this challenge:
- Hand painting
- Advanced Lighting
- Blocking out (First time ive blocked out a scene based on a concept)
- FBX vs ASE exported models (FBX is better imo)
- Model Creation to fit the scene
Overall, its been a enjoyable extended month and can't wait for the next challenge!
Thanks to AlexCatMasterSupreme for starting this challenge thread!
Your scene has a bit a Borderland-ish look to it. Is it just my eyes kidding me and you just have very comicy painted textures? Or did u really do something? e-g. shader?
I am looking at your images and can't decide whether I see black lines and outlines or if its just your textures 'faking' it?
I felt the concept art was more comic like than realistic so, that is the direction I went. I was able to make a edge detection material in UDK which gave a thin black line on the edge of an asset base on the camera. I referenced Superman: Earth One and Borderlands 2 for my texture and color palette because that is the direction I wanted to go.
Hey guys, I know this challenge is over for a while now I finished my attempt to the concept months ago and forgot to post it, but I wanted to show my result here anyway.
Replies
I think the parts I personally like the best of your scene is the mood of your lighting also includes the walls and the pillars I think they are eye catching along with the bottles not mention the awesome model and texture of your water heater.
I wont bother you with crits right now as they are really minor, unless you are interested of course.
edit: havent responded to your crits in mine , because I want to adressed better, with a better understanding of enviroment prop placement. thanks for your comment and again congrats on your scene.
now, I'll call it completed
Your's coming good too, just finish touch....
Also if you haven't check "http://vimeo.com/38542834" I suggest, you shld.. Its about color lookup table, simply awesome feature....
since we are sharing knowledge check post process chains in
http://udn.epicgames.com/Three/PostProcessEditorUserGuide.html
It helps alot, you create that from the browser editor just follow the tutorial in the website.
As you can see the pivot is waaaay off. Any advice on how to snap that to the model and then the grid? If it were any other shape I'd drag out a face or edge til it snapped to the grid but that won't work here. I'll get it close in one view and go to another and it's way off again. This is the left view so it looks like things will snap correctly, but the top view says otherwise.....
I know what to do just now how to do it so any guidance would be greatly appreciated
Can't wait to see what comes next month!
Make sure the start and end of any pipe section falls on a grid point, and you put the pivot point at the center of one end of pipe section.
I'm a Maya user, so I can't really tell you how to do this in max specifically. In Maya I would:
- snap a nurbs circle (or whatever it's called in Max) to a grid point
- then move the it's pivot depending on the size of the bend
- revolve the circle 90 degrees or whatever you need to make a bend, and use that section to construct the other bends.
If you need a different radius, I can just repeat the same process, but adjust the pivot point.By revolving you can also be certain that the ends of these 90 degree bends line up properly at each end unlike some other methods, which like in your screens end up with the end of the bends being skewed.
Here's what I'm talking about from the Top and Front views
And how I can't get the verts to snap the way it's bending
When is the next challenge ?
Edit - forgot to mention that you will need to make sure the verts that you use to get the pivot information from is planar - quick way to ensure this is the case is to select the verts and use the 'Make planar' buttons under Edit Geometry (best to use the X Y and Z buttons rather than the 'Make Planar' button as this will take an average)
@Cmtanko - that looks awesome, congrats!
Here are my 'final' shots
Concept Angle:
Uploaded with ImageShack.us
Boiler View:
Uploaded with ImageShack.us
Back Room:
Uploaded with ImageShack.us
The mystery room:
Uploaded with ImageShack.us
And some props see the sunlight:
Uploaded with ImageShack.us
As always, any crits are more than welcome - thanks for looking
If you are a newb, this is really a good place to start with.
ZeroBigSis: Thanks man, your help did worked then
Not exactly a critz , but I think it would have been better if you rendered it without showing the hollow (outside world) . A closed room would have been better ? . Anyways, I liked your scene from the beginning. Really awesome
@cmtanko - I agree, kind of spoils the in-game effect.
Hi guys I hope I'm not too late I thought the challenge ended at midnight.
This is as far as I can go, its was a good learning expirience ,and thanks to everyone for your crits and thanks AlexCatMasterSupreme and cmtanko for your taking time to check my progress.
This challenge I tried to learn and get better at :
-Hand painting
-Lighting and color mood
-Fast modeling
-UDK materials
Also learn no to super saturate a scene making everyone want to rip their own eyeballs.
o_0
I.. wait! Didn't anyone mention the term "noob"?!? -> define: "noob" ^^
Just was thinking about joining next month, but I dont see anyone here whom I would dare to call a noob. If this is noob, where then am I to be put? xD
nice work everyone! But now I have to go and dig through crit-posts. Suck up all wisdom. Cheers!
It will be my first one.
Cheers!
Looking forward to taking part in more of these things. I'll try to upload more progress shots when I do it again.
- Hand painting
- Advanced Lighting
- Blocking out (First time ive blocked out a scene based on a concept)
- FBX vs ASE exported models (FBX is better imo)
- Model Creation to fit the scene
Overall, its been a enjoyable extended month and can't wait for the next challenge!
Thanks to AlexCatMasterSupreme for starting this challenge thread!
Meow meow mother fucker.
New thread: http://www.polycount.com/forum/showthread.php?p=1768195#post1768195
And tfxtiyitityit you're welcome, let's not forget our good friend CDeniz.
Here's my 'final' shots. Still needs some polish but I'm excited to start on the next one!
Here are things I have improved on:
- Hand painting textures
- Material Editing
- Post-Processing in UDK
- Advanced Lighting
- Blocking out
- Time management
Got a question
@ lamar McHaney
Your scene has a bit a Borderland-ish look to it. Is it just my eyes kidding me and you just have very comicy painted textures? Or did u really do something? e-g. shader?
I am looking at your images and can't decide whether I see black lines and outlines or if its just your textures 'faking' it?
I felt the concept art was more comic like than realistic so, that is the direction I went. I was able to make a edge detection material in UDK which gave a thin black line on the edge of an asset base on the camera. I referenced Superman: Earth One and Borderlands 2 for my texture and color palette because that is the direction I wanted to go.
@Ehsan Gamer
Thank you
@lamar- looks good. I like the visual direction you chose.
These challenges look very interesting. I may have to catch the next one though since we are already 8 days into february.
Great looking submissions to all.
Great work everyone!!!