A little cross post from my sketchbook
Next up is a project that I am very excite to work on! Shenmue is one of the main reasons I wanted to get into the game industry. I want to just start making different props and buildings from the game and hopefully it will turn into a full blown re-imaging of Yokosuka.
My only issue is the amount of photosourceing I had to do for this prop. Of course it is edited and not just slapped on without a care but I am not quite sure if a high poly wood plank and concrete block is worth it for such a small prop in a huge scene. What do you guys think?
Got a setting together in Maya and Unity that works out like a charm. This is exactly how he'll look in game for mobile
texture flats
It was painted at 1024 (this is 512) and final texture will be 256x256. Only at extreme close shots can you REALLY tell the difference between the 1024 and 256 version; crazy
I've been working on a script for Photoshop that gives you an edgeless canvas,
so what you paint over an edge goes onto the other side, to help with tiling textures,
not sure if people would need something like this tho.
How come you're not showing hos it's painted over the edges? You should sounds really really handy! :thumbup:
I've been working on a script for Photoshop that gives you an edgeless canvas,
so what you paint over an edge goes onto the other side, to help with tiling textures,
not sure if people would need something like this tho.
wow, that's great! how does it work? I thought the Photoshop Background was locked?
Seeing how many people are interested in lloyd's script, I just realized that I could share something that I don't know if many fellows here are aware of.
Zbrush can do perfect tileabe textures. Just use 2.5d brushes and canvas scroll, like shown on my mini-tut below. Hope this can useful.
By the way, for Zbrush, tilde key is always the key to the LEFT of number 1 on keyboard, no matter what's your KB language.
I've been working on a script for Photoshop that gives you an edgeless canvas,
so what you paint over an edge goes onto the other side, to help with tiling textures,
not sure if people would need something like this tho.
Wow, thats awesome!
This is what I've been dreaming of for the past time. The advantage of photoshop to zbrush method is that we can see the tiling in effect as we paint and that is really awesome!
So are you planning of putting this out there?
I've been working on a script for Photoshop that gives you an edgeless canvas,
so what you paint over an edge goes onto the other side, to help with tiling textures,
not sure if people would need something like this tho.
Yeeeeeeeeeeees! Can't you show us the script in action with a little video! I would give you my left arm for this!
aajohnny : If you want this to look like a trap room, my feeling is that it should look impossible to cross or precarious.
Right now the ledges look like you could just walk across to the gong. So perhaps slanting them down into the water. Now people can walk on a slanted surface, so add carved heads with open mouths along the walls, maybe a foot up or so and the remains of some slimy substance on the mouth and slanted floor.
The platforms can have a frame around them where they meet the wall. The length of those extended platforms should be different, suggesting that they do retract into the wall.
As someone has already said, a school of piranha (if they fit into this environment, since they are largely an amazonian fish) or something obviously dangerous in the water negates the idea of swimming.
The chains are too far to jump too, so that's fine
and finally, I think the lighting would be better served by making the intensity higher as you get closer to the gong. You've got a bit of that going right now, but more of a push would probably look fine.
And if it is a gong at the end than you'll need a gavel or in the case it's not and bit more visual information as to what it is we are risking our lives to get too.
I hope that all helps...it looks really good good luck with it.
Not really sure if it fits, but here at SYBO games we made a game in a day, and thought it would be funny to make make a trailer(and some teasers) as well. I composited the thing and make a cameo apperance:
I've been working on a script for Photoshop that gives you an edgeless canvas,
so what you paint over an edge goes onto the other side, to help with tiling textures,
not sure if people would need something like this tho.
Having lots of fun doing concepts for a matte painting/university project
Nice work, good feeling. For the first one you might want to vary up the left and right sides more. Both sides have similar rock formations that have roughly the same value and use up about the same screen real estate. Nice colors! Cheers.
Update on my pillar, thought about adding some dead vines around it. Would appreciate any crits at all (did separate bakes on the parts but gonna rebake it as one piece).
Tekoppar + Free_Fall: Good assets but some more mid detail definition would make them great! Especially the column could need some bigger, no regular dents in the stones and maybe even some cracks! At them moment the distribution of details is even, make it look random --> real!
Wow, thats awesome!
This is what I've been dreaming of for the past time. The advantage of photoshop to zbrush method is that we can see the tiling in effect as we paint and that is really awesome!
So are you planning of putting this out there?
So, Don't hate me. This is something i've also wanted for awhile now but as most of us are aware Photoshop is not really open to scripts like this.
So I came here with a mock-up image to test the waters. To see if its something people are willing to get behind.
Here at polycount we clearly have enough people to get this idea into Adobes radar. Also I'm sure its something we could tell others about that they'd want it too.
So with that in mind the only thing I can do is start a suggestion on Adobes Photoshop feedback site.
Its quick and easy to sign up. You only need an email. please voice your opinion on this. Please post a comment under my post so they can see people want this, also if you can mock-up a better design or idea feel free to do so.
maybe we can get polycounts twitter to post about this?
-lloyd
p.s don't hate me guys. i love you lots.
p.s looks like the idea got merged into another idea
So, Don't hate me. This is something i've also wanted for awhile now but as most of us are aware Photoshop is not really open to scripts like this.
So I came here with a mock-up image to test the waters. To see if its something people are willing to get behind.
Here at polycount we clearly have enough people to get this idea into Adobes radar. Also I'm sure its something we could tell others about that they'd want it too.
So with that in mind the only thing I can do is start a suggestion on Adobes Photoshop feedback site.
Its quick and easy to sign up. You only need an email. please voice your opinion on this. Please post a comment under my post so they can see people want this, also if you can mock-up a better design or idea feel free to do so.
maybe we can get polycounts twitter to post about this?
-lloyd
p.s don't hate me guys. i love you lots.
p.s looks like the idea got merged into another idea
Ya that is not possible with photoshop scripting or SDK for that matter, I've looked it up when I was working on my symmetry script.
Only thing I managed to do at the end was have a shrotcut the mirrors half the canvas .. pretty lame.
Thanks to monopoly, Photoshop hasn't really progress in the last 10 years imo, don't expect any miracles.
ok decided to just finish off all the parts and put this on my portfolio but is there any thoughs on it?
pretty much done unless theres something people can help me spot!
Replies
Trap environment... I gotta add more, any suggestions?
You could add piranha to the water :P
Foliage!
more from the project still wip at the moment
Next up is a project that I am very excite to work on! Shenmue is one of the main reasons I wanted to get into the game industry. I want to just start making different props and buildings from the game and hopefully it will turn into a full blown re-imaging of Yokosuka.
My only issue is the amount of photosourceing I had to do for this prop. Of course it is edited and not just slapped on without a care but I am not quite sure if a high poly wood plank and concrete block is worth it for such a small prop in a huge scene. What do you guys think?
First off is the reference
Then mine so far
Got a setting together in Maya and Unity that works out like a charm. This is exactly how he'll look in game for mobile
texture flats
It was painted at 1024 (this is 512) and final texture will be 256x256. Only at extreme close shots can you REALLY tell the difference between the 1024 and 256 version; crazy
Ha not a bad idea, maybe some dead piranha's as well
Totally gonna, i'm gonna have to add in foliage asap i'm debating whether to use Jungle Vines or Ivy. What do you think?
Haha perfect. That'll be a challenge for me since my "Character" modelling is non existent. I'm gonna try that
How come you're not showing hos it's painted over the edges? You should sounds really really handy! :thumbup:
Gonna jump on the lloyd bandwagon and beg for that script... or else violence may happen.
Doodling in Alchemy last night.. Bug Boss?
wow, that's great! how does it work? I thought the Photoshop Background was locked?
Zbrush can do perfect tileabe textures. Just use 2.5d brushes and canvas scroll, like shown on my mini-tut below. Hope this can useful.
By the way, for Zbrush, tilde key is always the key to the LEFT of number 1 on keyboard, no matter what's your KB language.
OF COURSE WE DO!
This is what I've been dreaming of for the past time. The advantage of photoshop to zbrush method is that we can see the tiling in effect as we paint and that is really awesome!
So are you planning of putting this out there?
Yeeeeeeeeeeees! Can't you show us the script in action with a little video! I would give you my left arm for this!
one more before bed
Right now the ledges look like you could just walk across to the gong. So perhaps slanting them down into the water. Now people can walk on a slanted surface, so add carved heads with open mouths along the walls, maybe a foot up or so and the remains of some slimy substance on the mouth and slanted floor.
The platforms can have a frame around them where they meet the wall. The length of those extended platforms should be different, suggesting that they do retract into the wall.
As someone has already said, a school of piranha (if they fit into this environment, since they are largely an amazonian fish) or something obviously dangerous in the water negates the idea of swimming.
The chains are too far to jump too, so that's fine
and finally, I think the lighting would be better served by making the intensity higher as you get closer to the gong. You've got a bit of that going right now, but more of a push would probably look fine.
And if it is a gong at the end than you'll need a gavel or in the case it's not and bit more visual information as to what it is we are risking our lives to get too.
I hope that all helps...it looks really good good luck with it.
[ame="http://www.youtube.com/watch?v=4tBWlGc5VDg&feature=related"]Falling Friends Trailer - YouTube[/ame]
Having lots of fun doing concepts for a matte painting/university project
wip today
reference - http://www.rac.com.br/blog/admin/imagens/16062011233807.jpg
I'd say that the edges are way too sharp, looks like a sci-fi type chair instead of something cozy purple. Relax those edges
Please give us more information!
What's the tutorial? [/cheeky]
Nice work, good feeling. For the first one you might want to vary up the left and right sides more. Both sides have similar rock formations that have roughly the same value and use up about the same screen real estate. Nice colors! Cheers.
Here you go, The part where he makes a game mesh is still in progress I think.. I just did it with my knowledge
http://vimeo.com/10163233
It's been 'in progress' for years, i think he forgot Good tutorial though
Do waaaant!
any crits is welcomed
Wip of my big zombie for Nuns N' Guns:
Working on mobile games rock! One can finish an asset in a day or two isntead of months
Oh man I was asking myself about the edges, and I'm still in
I'm seeking something more cartoon you know!?
So lovely , I wanna see more!
So, Don't hate me. This is something i've also wanted for awhile now but as most of us are aware Photoshop is not really open to scripts like this.
So I came here with a mock-up image to test the waters. To see if its something people are willing to get behind.
Here at polycount we clearly have enough people to get this idea into Adobes radar. Also I'm sure its something we could tell others about that they'd want it too.
So with that in mind the only thing I can do is start a suggestion on Adobes Photoshop feedback site.
http://feedback.photoshop.com/photoshop_family/topics/edgeless_document_idea
Its quick and easy to sign up. You only need an email. please voice your opinion on this. Please post a comment under my post so they can see people want this, also if you can mock-up a better design or idea feel free to do so.
maybe we can get polycounts twitter to post about this?
-lloyd
p.s don't hate me guys. i love you lots.
p.s looks like the idea got merged into another idea
baking time!
Ya that is not possible with photoshop scripting or SDK for that matter, I've looked it up when I was working on my symmetry script.
Only thing I managed to do at the end was have a shrotcut the mirrors half the canvas .. pretty lame.
Thanks to monopoly, Photoshop hasn't really progress in the last 10 years imo, don't expect any miracles.
pretty much done unless theres something people can help me spot!
Still got the hands, feet and the back of the skirt to do. Then a bit of finalising.