I agree with that hehe. Well well I have no choice to post this failure since this is my sketchbook anyway. This will not going into my portfolio, a total disaster lol!!
I am working now with this low poly house to our RTS game. It will be done today I hope I have been working with it in 2 days now. Next week will be house and more house to work with.
Here is the final work of this house. Hmm I have now time to study that world machine. I looks kinda familiar with mental mill, connecting nodes and stuff.
First of, nice freakin concepts and paintings! I like them!
I took the liberty to do a paint over on some of your stuff. Your optimization is a bit of. Try to make every edge count for a shape in your meshes. Otherwise the tris count will be unnecessary high.
Then i saw you used crazybump for both the normalmaps and specular. Crazybump is great for surfaces and stuff like that but you allways need to be careful with how you use it and how the outcome will be. You have some normals on stuff that really shouldent, like that poster of the two girls. And then you still got some shadows in their from the diffuse.
Then if you look at the specular you've made. First of it's way to high contrast and second, some of those stuff really shoulden have spec at all. Think about the roof for example, crazy much specular on the parts that where lit in the source photo. Don't really fit into real world conditions.
Maybe you've talked about this in class and stuff all ready. I know how fast things happened on KY-educations (: H
First of, nice freakin concepts and paintings! I like them!
I took the liberty to do a paint over on some of your stuff. Your optimization is a bit of. Try to make every edge count for a shape in your meshes. Otherwise the tris count will be unnecessary high.
Then i saw you used crazybump for both the normalmaps and specular. Crazybump is great for surfaces and stuff like that but you allways need to be careful with how you use it and how the outcome will be. You have some normals on stuff that really shouldent, like that poster of the two girls. And then you still got some shadows in their from the diffuse.
Then if you look at the specular you've made. First of it's way to high contrast and second, some of those stuff really shoulden have spec at all. Think about the roof for example, crazy much specular on the parts that where lit in the source photo. Don't really fit into real world conditions.
Maybe you've talked about this in class and stuff all ready. I know how fast things happened on KY-educations (: H
aaaha :P My mistake, sorry for that (: Ge, how many all and all? This is my first period and all and all we'll be making three game-projects.
The inhouse engine is done.... Inhouse It's created by Tension and used by Tenstar, aka the company behind PSQ. We don't have any editor, everything is done in Maya and then we export it true Tengine. Then our programmers solves the rest
We are working on a game called Eggnappers, silly name - silly game It's all about stealing eggs of your competitor. It's meant for some kind of TV-console for we emulate it on a PC with xbox controllers.
Just found a little preview of the characters Sets the style.
LOL! Is one of them you? They reminds me of our first year learning Maya, we learned from a book, called Maya Fundamental and the topic theme is the pinguin from the animated movie "Surfs up".
Haha, no i'm sorry to tell you that all of them are pretty random picked. :P We realized that their was some 3d penguins done all ready and tried to stay away from them (:
Haha, no i'm sorry to tell you that all of them are pretty random picked. :P We realized that their was some 3d penguins done all ready and tried to stay away from them (:
Lol ok:) Do u have something to show? Or it would be good if you start a sketchbook or something:D
Here is our progress so far, we have a lot of work to do to our game hehe.
So far so good I think. As you can see all is ugly right now I am going to change it later after check up tmrw.
Just did a presentation of the game today and a little movie is up. I'm gonna stop stealing your thread now U can find the thread about the game here http://boards.polycount.net/showthread.php?t=68463
I think you really could benefit from adding some resolution to those tree/leaf textures and maby ad some more different vegetation. Are you guys planing on using splatter maps for the ground? It would really help breaking stuff up (:
Just did a presentation of the game today and a little movie is up. I'm gonna stop stealing your thread now U can find the thread about the game here http://boards.polycount.net/showthread.php?t=68463
I think you really could benefit from adding some resolution to those tree/leaf textures and maby ad some more different vegetation. Are you guys planing on using splatter maps for the ground? It would really help breaking stuff up (:
Yes we are going to use splatter maps. And with help of world machine we could really get realistic environment just some few connections with nodes, its like Mental Mill. Have u created ur thread yet? Still wanna see your progress:D
Is the level textured and modeled by you or is it built with UT modules? Sorry for being a little noobie here.. Never spent a single second with UT.. Looking good though (:
A actually thought of staring a progress thread/blog. And i think i will, first a feedback thread that's kinda panic, then a real progress one :P
Is the level textured and modeled by you or is it built with UT modules? Sorry for being a little noobie here.. Never spent a single second with UT.. Looking good though (:
A actually thought of staring a progress thread/blog. And i think i will, first a feedback thread that's kinda panic, then a real progress one :P
Well we were currently free to use UT modules since we are noobs and we got 2 weeks to do it, besides our project we werent so focused on UT than our game ofc. But it was quite fun doodling in UT editor you should try it sometime.
Starting a thread is very good there is nothing to get nervous on. Its a progress and ofc a blog.
I am modeling some buildings to our RTS game. And here are the latest work I did recently. I did this in 3 days, kinda slow but I cant help it after christmas holiday:/
Been taking a look throughout this thread and I have to say, the improvement you've made is really great. I love the speedpainting style and in general your colour schemes have become a lot more subdued and relaxed which have really helped out.
That Assassin's Creed concept and Matte Painting for the zombie level are my favourites.
I would really love to see more 'finished' paintings, not saying speedpaints aren't finished but ones where you really spend a decent amount of time on a single piece (because the ones you've done like this are brilliant).
Keep it up man - I'll continue watching this thread.
Been taking a look throughout this thread and I have to say, the improvement you've made is really great. I love the speedpainting style and in general your colour schemes have become a lot more subdued and relaxed which have really helped out.
That Assassin's Creed concept and Matte Painting for the zombie level are my favourites.
I would really love to see more 'finished' paintings, not saying speedpaints aren't finished but ones where you really spend a decent amount of time on a single piece (because the ones you've done like this are brilliant).
Keep it up man - I'll continue watching this thread.
Hey Paul thx for the comments I really appreciated it:)
I 100% agree with you at some point maybe I should spent more time on only one paint. Right now I have no idea of what cool painting I want to do. But after seeing Avatar I kinda have some inspiriation so let me see what I can do hehe.
Finally its done but unfortunaly maya preview cant read the alpha correct. I couldnt take a screen shot with the beauty lights:( I have checked the alpha in .dds and .tga and checked the doubleside,object transparency polygon.
I went to toolbag and rendered a beauty shot there but toolbag has only a light source which sux:(
Well we were currently free to use UT modules since we are noobs and we got 2 weeks to do it, besides our project we werent so focused on UT than our game ofc. But it was quite fun doodling in UT editor you should try it sometime.
Starting a thread is very good there is nothing to get nervous on. Its a progress and ofc a blog.
We are some students up here that thought of joining up and try to learn the editor. We'll see how that will work (: Hehe i stared a thread just for a character i'm currently working on, it was posted in panic, not out of panic Feel free to check in (:
I really like the little house, but thought of the pixel density and scale of the grass. Maybe something you should look over.
@Olsson your character is looking good so far. But I dislike the phong u have but you will sooner later add the new texture soon I hope. Yeap I know hehe but it wouldnt matter in a RTS game I blame at progg they complain they cant crank up the quality of texture or the game will size up.
@Winterlord yes there are few of my classmates posting some stuff here.
Woooooaaa! I am doing a tutorial while I am working with my portfolio at the same time...who cares anyway. Hey this was a long time ago doing a mattepaint tutorial and here is an update. It is not finished yet but...I hope someday:D Hopefully this week or I will kill myself hehe.
Hey, about the problem displaying transparency. I had this same problem for a long time, and there is a setting that fixes it, or at least it did for me.
Go to the shading drop-down in the viewport and make sure "Polygon Transparency Sorting" is checked.
That should do the trick, I think.
Hey, about the problem displaying transparency. I had this same problem for a long time, and there is a setting that fixes it, or at least it did for me.
Go to the shading drop-down in the viewport and make sure "Polygon Transparency Sorting" is checked.
That should do the trick, I think.
Hey, about the problem displaying transparency. I had this same problem for a long time, and there is a setting that fixes it, or at least it did for me.
Go to the shading drop-down in the viewport and make sure "Polygon Transparency Sorting" is checked.
That should do the trick, I think.
Replies
Here comes a sketchy one. Ugly but to keep my skills online.
Thx Anders hehe, I hope our game will be awesome just like uncharted2 hahahaha just kidding.
I took the liberty to do a paint over on some of your stuff. Your optimization is a bit of. Try to make every edge count for a shape in your meshes. Otherwise the tris count will be unnecessary high.
Then i saw you used crazybump for both the normalmaps and specular. Crazybump is great for surfaces and stuff like that but you allways need to be careful with how you use it and how the outcome will be. You have some normals on stuff that really shouldent, like that poster of the two girls. And then you still got some shadows in their from the diffuse.
Then if you look at the specular you've made. First of it's way to high contrast and second, some of those stuff really shoulden have spec at all. Think about the roof for example, crazy much specular on the parts that where lit in the source photo. Don't really fit into real world conditions.
Maybe you've talked about this in class and stuff all ready. I know how fast things happened on KY-educations (: H
[ame]http://www.youtube.com/watch?v=mo6x2BMne_c[/ame]
The tempo is crazy fast up here and i guess it's no different down in Sk
thx Flyby^^
The inhouse engine is done.... Inhouse It's created by Tension and used by Tenstar, aka the company behind PSQ. We don't have any editor, everything is done in Maya and then we export it true Tengine. Then our programmers solves the rest
We are working on a game called Eggnappers, silly name - silly game It's all about stealing eggs of your competitor. It's meant for some kind of TV-console for we emulate it on a PC with xbox controllers.
Lol ok:) Do u have something to show? Or it would be good if you start a sketchbook or something:D
Here is our progress so far, we have a lot of work to do to our game hehe.
So far so good I think. As you can see all is ugly right now I am going to change it later after check up tmrw.
I think you really could benefit from adding some resolution to those tree/leaf textures and maby ad some more different vegetation. Are you guys planing on using splatter maps for the ground? It would really help breaking stuff up (:
Yes we are going to use splatter maps. And with help of world machine we could really get realistic environment just some few connections with nodes, its like Mental Mill. Have u created ur thread yet? Still wanna see your progress:D
A actually thought of staring a progress thread/blog. And i think i will, first a feedback thread that's kinda panic, then a real progress one :P
Well we were currently free to use UT modules since we are noobs and we got 2 weeks to do it, besides our project we werent so focused on UT than our game ofc. But it was quite fun doodling in UT editor you should try it sometime.
Starting a thread is very good there is nothing to get nervous on. Its a progress and ofc a blog.
I am modeling some buildings to our RTS game. And here are the latest work I did recently. I did this in 3 days, kinda slow but I cant help it after christmas holiday:/
That Assassin's Creed concept and Matte Painting for the zombie level are my favourites.
I would really love to see more 'finished' paintings, not saying speedpaints aren't finished but ones where you really spend a decent amount of time on a single piece (because the ones you've done like this are brilliant).
Keep it up man - I'll continue watching this thread.
Hey Paul thx for the comments I really appreciated it:)
I 100% agree with you at some point maybe I should spent more time on only one paint. Right now I have no idea of what cool painting I want to do. But after seeing Avatar I kinda have some inspiriation so let me see what I can do hehe.
Everyone can reach that level if only practise ofc:)
Here is a speedy I got bored of listening my teacher today so I painted a random stuff here.
I did some adjustment to the old tank I did almost a year ago. I dont think I have show it her yet. But anyway...
I went to toolbag and rendered a beauty shot there but toolbag has only a light source which sux:(
We are some students up here that thought of joining up and try to learn the editor. We'll see how that will work (: Hehe i stared a thread just for a character i'm currently working on, it was posted in panic, not out of panic Feel free to check in (:
I really like the little house, but thought of the pixel density and scale of the grass. Maybe something you should look over.
@Winterlord yes there are few of my classmates posting some stuff here.
Nr2
Go to the shading drop-down in the viewport and make sure "Polygon Transparency Sorting" is checked.
That should do the trick, I think.
Thx for the tip, but it didnt helped HAHA!:D
LOL I did, but it didnt worked.
Now listening at Aaron Canaday environment art wohoo!!!
Like paulsvoboda said it would be nice to see more "finished" paintings.
Kul med duktiga svenska grafiker!
I am glad u liked them:)
Here are some of the work I am working on right now. Wall tiles wohooo!!