Nice, Neox. But what do you mean by maipulate the zbuffer? UE3 renders hdr images for post effects so you should be able to manipulate it all you want without accuracy loss, if thats what you mean. Also you are aware that the alpha channel of the render output used for post processing is the z depth?
what do you mean? o.o is the alpha of the scene texture the zbuffer? o_O
tested it
AWESOME, thanks, i lost a bit of screenspace as plugging a uv node into the scene depth results in an ugly offset, great man thanks!
:edit: awesome awesome awweessommmme
to say it with jason's words, the outline is now fully tweakable in thickness based on distance, so if we decide that it doesn't look good in total shots we can tweak it to be only visible in closeups etc
haha super
"does nothing" is just an add by 0 or multiply by 1 or something like that so i can change the part behind that "does nothing" without having to replug the result everytime i change something... is there a connect node that does nothing mathmaticly in unreal? 1 node would just look better
and just to show what the outline currently is capable of
cool Neox, but how were you doing it before? I was looking for a way to get custom render passes into the post process system but couldnt find any way to do it.
it's triggered in the UTEngine.ini you have to change the lines with "DefaultPostProcessName" in it to something like "DefaultPostProcessName=airborn_posteffects.posteffect_01" airborn_posteffect is the package and .posteffect_01 the name of the post process chain
but it crashes the game, so i guess if you only use iot in editor like me right now it's ok, for gameplay i don't know how to make it work without scripting
@Justin: Just turn off and on the f!ckin bShowingame Flag in the posteffect and it won't crash, i guess that thing is ticked on but it's not and then it crashes now i can play with outline yay
The paintover with the hair looks quite masculine.
I'm trying to work out whether it's just the paintover but you could maybe push it more in model itself. Might be an idea to pull the waist and the ankles a little, to give her a bit more of a female silhouette. Maybe pull in the boots in general, let the trousers bulge out a little where they tuck in, too.
The paintover with the hair looks quite masculine.
I'm trying to work out whether it's just the paintover but you could maybe push it more in model itself. Might be an idea to pull the waist and the ankles a little, to give her a bit more of a female silhouette. Maybe pull in the boots in general, let the trousers bulge out a little where they tuck in, too.
Cheers, Talon. I changed the face to be a little smoother and I enlarged the eyes. That should help make her both younger and more feminine. The paintover was very quick - I imagine she'll look better with lighter eyebrows and actual eyelashes too.
I took your advice on the boots and trousers as well, but I'd rather not change the coat. Admittedly, the silhouette isn't particularly feminine at the moment, but she's wearing a men's coat that's a couple of sizes too large; it's not designed to show the female form and quite frankly, I'm getting rather tired of the curvy boobs-in-your-face ladies you see in games. Not everyone looks like that. I'll show an update soon .
neox that is so cool! you have an excellent eye for shapes man
heres version 2, with maya 3d paint and 3d strokes:
heres what im finding (I'm trying to blur the lines between concept and 3d blockout)
cons
- slower than just drawing it
- put up with mayas glitchy transparency
-maya (8.5) can't show you transparency as you're drawing it, unless you're in high quality display and then strokes only update after you've drawn them, so i have to use a workaround filling the planes with the background colour and making the material 50% opaque. however this might actually help the feeling of depth.
pros
- solve some shape issues before coming to modelling (from how I drew them to how they actually work :P)
- draw front and side view ref much closer to the real position (arm cross section is where the arm is not on 0,0
-good sense of volume before modelling. seems like a good blueprint to use
-easy to modify proportions using deformers
This may be stupid, but wouldnt it be possible to use a falloff shader on alpha to make it so the lines only show up from the right angles? like no front view showing through as noise from the side.
@Obson: Is that Airborn too? That looks awesome! @rooster: I don't know much about Maya's 3d sketching capabilities, so I can't wait to see if you can take that into a full model (if tha's your goal =O ) @Neox: Love that Update when the video's up?
Took MightPea's crit too heart and added to the scythe's silhouette, then did up a quick texture for her, as she's supposed to be statue.
And I made time for a bit of personal work
slipstream: suckky suck youtube tells me AFTER uploading that videos can't be longer then 10 minutes, before i started it said 1gig is the limit have to timelapse it and reupload it
Tighten the lips and make the mouth slightly smaller, smooth the cheekbones a little, and it might start looking more feminine IMO
E: smaller ears too, and some dark around the eyes to indicate eyelashes
This is a scene i built this weekend for a lecture im going to give at some point at Uni on modularity and techniacal modelling. The scene is made of about 7 or 8 key components and hopefully demonstrates to students that its possible to build highly detailed scenes without creating masses of work for themselves.
Its not game res but the principles are relevant so i thought i would stick it up.
I worked off a render by Stefan Morrell but the original concept was by another person. Ill link his image when i get home if i remember.
*cough* I mean Neox . . . its still early >_>, anyway, that was awesome; I'm amazed at how you started and finished sculpting at such a high resolution too. =o
@frubes: That looks really good. What uni do you teach at?
Replies
It would be great to see your shader setup (or maybe a piece of it at least).
tested it
AWESOME, thanks, i lost a bit of screenspace as plugging a uv node into the scene depth results in an ugly offset, great man thanks!
:edit: awesome awesome awweessommmme
to say it with jason's words, the outline is now fully tweakable in thickness based on distance, so if we decide that it doesn't look good in total shots we can tweak it to be only visible in closeups etc
haha super
@mop: then i'll have to clean the shader a bit
it's even better with the new version, thanks to commander keen
@Jason:
http://www.polyphobia.de/nonpublic/airborn/shader.gif
"does nothing" is just an add by 0 or multiply by 1 or something like that so i can change the part behind that "does nothing" without having to replug the result everytime i change something... is there a connect node that does nothing mathmaticly in unreal? 1 node would just look better
and just to show what the outline currently is capable of
Im working on hands...various hands:
The not yet colored old hand and skeleton hand and the others without colorized:
The skeleton hand needs some more work
They are for my UT3 egyptian Warlord FPV Arms and his fancy effect:
[ame]http://www.youtube.com/watch?v=p0ofKw6xA9w[/ame]
Btw, i had made a simple "making of" of that character: http://www.vitamin3d.com/UT3-EgyptianWarlord.html
Slowly, but surely. Forgot to turn the lines down before I collapsed everything, so now I get to clean up as I go. :S
need to redesign the belt and refine some stuff here and there, but coming along.
@Justin: Just turn off and on the f!ckin bShowingame Flag in the posteffect and it won't crash, i guess that thing is ticked on but it's not and then it crashes now i can play with outline yay
http://nonpublic.airborn-game.com/wip/neox/123a.avi
hahahaha hohohoho just laughing my ass off, it works
xvid codec, will upload it on moddb asap
and no it's not slow or laggy thats just the compression/capture whatever
thot i'd try my hand at a high rez vehicle.. still a wip
That tutorial is really helpfull! Thanks alot!
Some good stuff on the page!
I tried out some charcoal yesterday, not really my medium
Davision3D, the thumb seems a bit too high on the hand
The circles/bubbles are from smudging with my finger,
the strokes come from smudging with a tissue.
Its too sensetive for me, one mistake and you compleetly smudge everything to a blur.
It's amazing how much older she looks with skin tones and hair. I swear, people are the oddest thing ever.
I'm trying to work out whether it's just the paintover but you could maybe push it more in model itself. Might be an idea to pull the waist and the ankles a little, to give her a bit more of a female silhouette. Maybe pull in the boots in general, let the trousers bulge out a little where they tuck in, too.
ok started sculpting Tokachuroo captured during sculpting but youtube doesn't show me when it's done, so i don't know when the video will be online
I try to get some likeness -
Cheers, Talon. I changed the face to be a little smoother and I enlarged the eyes. That should help make her both younger and more feminine. The paintover was very quick - I imagine she'll look better with lighter eyebrows and actual eyelashes too.
I took your advice on the boots and trousers as well, but I'd rather not change the coat. Admittedly, the silhouette isn't particularly feminine at the moment, but she's wearing a men's coat that's a couple of sizes too large; it's not designed to show the female form and quite frankly, I'm getting rather tired of the curvy boobs-in-your-face ladies you see in games. Not everyone looks like that. I'll show an update soon .
heres version 2, with maya 3d paint and 3d strokes:
heres what im finding (I'm trying to blur the lines between concept and 3d blockout)
cons
- slower than just drawing it
- put up with mayas glitchy transparency
-maya (8.5) can't show you transparency as you're drawing it, unless you're in high quality display and then strokes only update after you've drawn them, so i have to use a workaround filling the planes with the background colour and making the material 50% opaque. however this might actually help the feeling of depth.
pros
- solve some shape issues before coming to modelling (from how I drew them to how they actually work :P)
- draw front and side view ref much closer to the real position (arm cross section is where the arm is not on 0,0
-good sense of volume before modelling. seems like a good blueprint to use
-easy to modify proportions using deformers
This may be stupid, but wouldnt it be possible to use a falloff shader on alpha to make it so the lines only show up from the right angles? like no front view showing through as noise from the side.
@rooster: I don't know much about Maya's 3d sketching capabilities, so I can't wait to see if you can take that into a full model (if tha's your goal =O )
@Neox: Love that Update when the video's up?
Took MightPea's crit too heart and added to the scythe's silhouette, then did up a quick texture for her, as she's supposed to be statue.
And I made time for a bit of personal work
obson that rocks
slipstream: suckky suck youtube tells me AFTER uploading that videos can't be longer then 10 minutes, before i started it said 1gig is the limit have to timelapse it and reupload it
Obson, that is impossibly awesome
Tighten the lips and make the mouth slightly smaller, smooth the cheekbones a little, and it might start looking more feminine IMO
E: smaller ears too, and some dark around the eyes to indicate eyelashes
This, is incredibly fucking cool and I could see some real nice applications for graphic novels etc...
Is there a way to do it in max?
Very inspiring method, Rooster.
teh video
You just gained like about 1 million awesome points!
I haven't seen your work in awhile man, have I been blind, or have you been crazy busy?
Its not game res but the principles are relevant so i thought i would stick it up.
I worked off a render by Stefan Morrell but the original concept was by another person. Ill link his image when i get home if i remember.
http://img442.imageshack.us/img442/2610/diffuseae7.jpg - High res if you want to look.
@frubes: That looks really good. What uni do you teach at?