I'm working on making a new resume section for my web, in hi poly. I figure its a good way to tidy up my old resume
and also to demonstrate to the people that have asked what standard of detail we are looking for at Epic when judging potential hires.
It's still very much a WIP, I'm about 4 or 5 hours in so far.
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Replies
I like it so far.
cool idea tho
Beauty stuff, Ror!
Now make these rollovers!
looking f'ing awesome though bro great job, you need to get some sort of colored lighting into it though, that would be badass. Some sort of "tube light" on the edge or something would be crazy looking
For anyone interested in how to get that sort of render, here is a tutorial that explains it pretty well.
http://everflow.com/support/tutorials/AO/Everflow_AmbientOcclusion1.html
The benefits are that you only have to render the slow occlusion pass once, and as long as you don't move your camera, you can then make much faster plain spot light renders and tweak your spot colors and intensities till you get the result you want, and then just put that under the occlusion layer in photoshop. Works like a champ.
Hah, didn't mean to hijack your thread, just though I'd share this really cool rendering technique.
keep at it !
Now, since everyone is being nice, I'll pick a fault - the top ring looks very plain under the clamps. Perhaps it's because it reminds me of Stargate (I'm not Tubboy in disguise) that I expect some level of detail in it.
A lot of the shapes I beging simply by making a spline and then applying the Bevel modifier as you see here or the shell modifier.
Also you can see I'm using the material Poop mentions and that I make heavy use of the layers as when things get heavier
later I will rely on being able to quickly select sections through the layers without having to 'fish' around in the
scene directly. Its also a good way to avoid slowdown if you
can hide and freeze sections easily.
Bevelled splines again , then I just added detail and modelled it out some more and used smoothing groups rather than sub dividing
A big lazy turbosmooth at 2 on this with a couple of extra constraint lines to define the sharper curves. nothing complicated here either.
This is the only shape that took a little more effort.
one I extruded part of the circular base onto a cloned object I shaped it, beveled , then extruded another part of the extruded mesh onto another cloned object, shaped it and joined them back together once i added constraint lines.
Mostly I just rely on csslide to control my edgeloops in max, this can be downloaded as scriptspot.
Just a shot of the wires.
I think you can see from this that theres a lot of stuff thats just floating, it doesnt need to be anything else for something like this, theres no need for everything to fit snugly together.
Rick: Yes, that areas still plain, I do have a surplus of plans though. The idea behind this piece is that it will represent
the overload on my imagination and I'll demonstrate this through a series of glowing symbols in each of the cylinders clamps that lead into small clamps that attach
into the eyeball in the center.
I'm going to take the eyeball into Zbrush to add veins and stuff to it and I'll be detailing out the pipes to dangle down under the panelling.
Once thats dont I'll make a bolt pass and then I'll be done with sharing how I did it and I'll go on to make the side piece
that says my name and attachs to the main piece.
Thanks for the encouragement folks and no I dont mind the hijack poop.
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remember it should be about clarity and skill, not just bells and whistles!
DarthRevanII : because everyone stopped using rendered graphics for menus on websites about 5 years ago, no offence to this work but it is a rather dated, and clumsy way of presenting things, I should know... my first website went about it in the same fashion!!
wow, that's a lushious piece of art considering the efficient use of basic shapes
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Lushious yes but I wouldn't call it efficient. Its drowning in wasted polys but who cares it's not like its for a game. The and all those polys might only add a few minutes to the render time if does some really crazy rendering with it. It's really nice looking and I really do like it but the poly-miser in me cringes every time I see wasted polys.
I think you should model in some lights on the plaques, and have the lights kick on when you mouse over. It's cliche but if you do it right it could be cool.
I personally think you should render it out and paint over it like it was a concept. with feintly visible guide lines running off from some of the edges.
Nice work Ror, you can definitly tell where you work =P Keep the goodness coming!
You might like to add the Javascript bumped-spotlight effect.
http://javaboutique.internet.com/Bumpy/
Looks great when you give it good source art. Pacific Coast Power & Light used to have a good one on their site (now gone).
If not, people can always look at the Gears of War and UT7 environments when they come out to see what I've been up to... still, nice of you to be concerned about people knowing what I'm capable of!
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