uhh I've really been meaning to get back into the whole community and work on my own stuff for a change. Here's one thing I've been up to:
It's an approximation to realtime radiosity on the vertex fragment. Proof of concept in 3dsmax, it's cheap and quick to set up, limitation is it's only lum reflection, so basically it's grayscale radiosity (no colour bleed). Still... it's realtime and cheap
RUZ - thanks mate. Yeah I totally agree about some of the chains looking too piddly- they lost too much of there form when subdivided- I'll beef them up when I get onto the low poly version
my pc almost caught fire, it started ticking, screen went all blue and green, mouse kept clicking and it almost exploded. (thought it was the pornz that finaly got fatal)
i took a look, and the coolingribs were hot .. damn, i think if i turned off the lights, it would be glowing orange from heat.
behold! what happens if you forget... for quite some ... really
i know it doesnt belong here, but it might save your pc from exploding.
Ged: yeah, distance and intensity all fully controllable. Hell even the reflection aperture can be changed.
some more random tech I've been working on:
Generalized translucency (correct,cheap, and can be used in a fully generalised lighting model).
and another "faux radiosity" technique... this one is per pixel but takes a little prepass... essentially replaces lightmaps though since it's all dynamic
J.I.Styles, i've always found your work to be insanely cool. the techniques you're coming out with are great, and they always bring a new flare to any work i apply them to.
BUT, i'm currently using the Shader-FX plugin for max. and because its UI is so easy to get to grips with, i'd hate to move back to max' default material editor. do you know if there's an easy way to integrate your shaders into Shader-FX?
I thought that at first, but if you look at Gir's model, there are only 3 "fingers"...they just look finger like, instead of fat spikey appendages like Raziel.
GCMP: I think your chair could be of much lighter polycount. Hard to tell without a wireframe but, the back legs in particular seem to contain an unnecessary number of loops. All the polygons spent making it a perfectly smooth curve would be better spent beveling the corners, for example, that your normal map can provide smoother shading. Also, have you considered "weathering" the house? Subtle realistic damage in the texturing, tweaking of some vertices so it isn't absolutely perfect...
elementrix: absololutely love this piece. Will be cool to see it in water, epic ship.
ani & porna: delicious! pern, your thing reminds me of the GoW2 preview.
-
Not as exciting as character work, but my lamp post is more or less being called done - another angle with some flats seen here - cheers Ninjas for the crits, learned a lot workin on this. May build the rest of the city scene at some point. Realtime shots:
So, new skin shader? =D Please, for this latest version, let me set a specular value higher than 1.0, soooo many max shaders have this limit and it seems pretty silly! =D
GCMP: I think your chair could be of much lighter polycount. Hard to tell without a wireframe but, the back legs in particular seem to contain an unnecessary number of loops. All the polygons spent making it a perfectly smooth curve would be better spent beveling the corners, for example, that your normal map can provide smoother shading. Also, have you considered "weathering" the house? Subtle realistic damage in the texturing, tweaking of some vertices so it isn't absolutely perfect..
Funny you should say that about the chair, it was reduced by checking the outline up to the point where if anything else was removed the silhouette altered. Going to reduce the texture to a 512 and make it a bit lighter that way, will repost with updates on that soon and a wireframe (keep forgetting)! Thanks.
House V2...
Pending overlays...
ps: This thread is filling up nicely already, looking forward to a great year
Justin - looking good man. Would like to see how you made the rocks.
Thanks, Nothing too spectacular, just using 2 repeating rock textures with vertex blending. I'll see about documenting the process a little more in my sketchbook once I get a look I'm happy with.
Replies
It's an approximation to realtime radiosity on the vertex fragment. Proof of concept in 3dsmax, it's cheap and quick to set up, limitation is it's only lum reflection, so basically it's grayscale radiosity (no colour bleed). Still... it's realtime and cheap
http://vimeo.com/2704562
http://www.animationforum.net/forum/
and there's a finished animation, and a wip animation section over at cgtalk...
RUZ - thanks mate. Yeah I totally agree about some of the chains looking too piddly- they lost too much of there form when subdivided- I'll beef them up when I get onto the low poly version
my pc almost caught fire, it started ticking, screen went all blue and green, mouse kept clicking and it almost exploded. (thought it was the pornz that finaly got fatal)
i took a look, and the coolingribs were hot .. damn, i think if i turned off the lights, it would be glowing orange from heat.
behold! what happens if you forget... for quite some ... really
i know it doesnt belong here, but it might save your pc from exploding.
That's not dust, that's weed smoke.
nice lighting and focus!
Uh oh...gotta check mine too.
wippity wip
Very similar to Raziel from Soul Reaver minus a few things. I loved that game haha.
I havent looked at mine in about 3 years... I probably should
Well I understand that's the point...but I see a few things that aren't really..."Raziel-like" ^.^
some more random tech I've been working on:
Generalized translucency (correct,cheap, and can be used in a fully generalised lighting model).
and another "faux radiosity" technique... this one is per pixel but takes a little prepass... essentially replaces lightmaps though since it's all dynamic
By robomaniac
my 5 cents here
BUT, i'm currently using the Shader-FX plugin for max. and because its UI is so easy to get to grips with, i'd hate to move back to max' default material editor. do you know if there's an easy way to integrate your shaders into Shader-FX?
He has hands instead of claws.
I thought that at first, but if you look at Gir's model, there are only 3 "fingers"...they just look finger like, instead of fat spikey appendages like Raziel.
forgot to raise the tesselation on some parts (sails..) but I didn't feel like to rerender.
elementrix: absololutely love this piece. Will be cool to see it in water, epic ship.
ani & porna: delicious! pern, your thing reminds me of the GoW2 preview.
-
Not as exciting as character work, but my lamp post is more or less being called done - another angle with some flats seen here - cheers Ninjas for the crits, learned a lot workin on this. May build the rest of the city scene at some point. Realtime shots:
!
I'm pretty sure UT3 has a desert set but I wanted to make my own
So, new skin shader? =D Please, for this latest version, let me set a specular value higher than 1.0, soooo many max shaders have this limit and it seems pretty silly! =D
Jesse - nice start! An effective block-in.
Here's my progress. Hopefully its obvious whats still block-in and whats had its high-poly pass begun. Still lots to do.
Feels like I'm moving at a snails pace.
but adams megatank will crush it i think hehe
after i cant texture my lp models i make some high poly stuff ^^
i dont want to post to much pics so only one for now
near finished
Looks nice. Lots of love going into the wheels I can see you wheel-fetishist you!
Looking forward to seeing some more love being put at the top.
Styles: You make me wanna do some fleshy shit
There are 7 effects to choose from now.
Funny you should say that about the chair, it was reduced by checking the outline up to the point where if anything else was removed the silhouette altered. Going to reduce the texture to a 512 and make it a bit lighter that way, will repost with updates on that soon and a wireframe (keep forgetting)! Thanks.
House V2...
Pending overlays...
ps: This thread is filling up nicely already, looking forward to a great year
Actually, the design of this vehicle is as such. Lots of detail in some places (the wheels) while other areas its sparse (hull).
nom nom nom