Well it's aiming to be the fastest. This isn't exactly art, but I thought I'd still share what I'm working on. I've been working on a small application that I'd called Curver. The purpose of this application is to allow for creating and manipulating 2D curves as quickly as possible. No fiddling around with control points and tangent handles, you just draw a curve, then get it into the desired shape by pushing it around, smoothing it and modifying its thickness, using simple and intuitive tools. This is similar to how digital sculpting has relieved artists from most of the traditional 3D modeling required to model something by introducing an easier and more intuitive work flow.
The program is still in early development with a lot of planned features still to be implemented, and some of the current features are still not working properly (the layers window for example), but I've prepared this video in one sitting to show what it's all about, and hopefully get some feedback and suggestions (I get stuck on ideas often).
Please note that I had just set up the shortcuts just before recording the video, so I'm still not used to them, so I wasn't working nearly as fast as the program allows.
Well it's aiming to be the fastest. This isn't exactly art, but I thought I'd still share what I'm working on. I've been working on a small application that I'd called Curver. The purpose of this application is to allow for creating and manipulating 2D curves as quickly as possible. No fiddling around with control points and tangent handles, you just draw a curve, then get it into the desired shape by pushing it around, smoothing it and modifying its thickness, using simple and intuitive tools. This is similar to how digital sculpting has relieved artists from most of the traditional 3D modeling required to model something by introducing an easier and more intuitive work flow.
The program is still in early development with a lot of planned features still to be implemented, and some of the current features are still not working properly (the layers window for example), but I've prepared this video in one sitting to show what it's all about, and hopefully get some feedback and suggestions (I get stuck on ideas often).
Please note that I had just set up the shortcuts just before recording the video, so I'm still not used to them, so I wasn't working nearly as fast as the program allows.
Well it's aiming to be the fastest. This isn't exactly art, but I thought I'd still share what I'm working on. I've been working on a small application that I'd called Curver. The purpose of this application is to allow for creating and manipulating 2D curves as quickly as possible. No fiddling around with control points and tangent handles, you just draw a curve, then get it into the desired shape by pushing it around, smoothing it and modifying its thickness, using simple and intuitive tools. This is similar to how digital sculpting has relieved artists from most of the traditional 3D modeling required to model something by introducing an easier and more intuitive work flow.
The program is still in early development with a lot of planned features still to be implemented, and some of the current features are still not working properly (the layers window for example), but I've prepared this video in one sitting to show what it's all about, and hopefully get some feedback and suggestions (I get stuck on ideas often).
Please note that I had just set up the shortcuts just before recording the video, so I'm still not used to them, so I wasn't working nearly as fast as the program allows.
Hey Jaque, doesn't look much like skin or realistic lighting at all, it almost looks like you could have done this with the scanliner as well.
What lights are you using? Are you using some sort of GI or final gathering to get some bounces in there? How is your light setup looking? Which Skinshader are you using? With such a bright background i would expect some SSS in the ears.
Thanks for the sweet encouraging words. I will create a dedicated thread on the next update. I hope those who like the idea will keep an eye on it and continue to give feedback. You guys rock!
Amr0: Your tool is already awesome! Ever since I saw the curve smooth tool demonstrated in Retas Pro I have always wondered why Adobe and companies that create curve drawing tools are always left in the stone age. It's great to see more programmers show how tools are supposed to behave in the current age.
Currently working on a low poly Huey UH-1D chopper, with a M60 gun mount. Current state at 3000 Tri's, without optimising. Still need to get some details in there, but most of the base is done.
Hey Jaque, doesn't look much like skin or realistic lighting at all, it almost looks like you could have done this with the scanliner as well.
What lights are you using? Are you using some sort of GI or final gathering to get some bounces in there? How is your light setup looking? Which Skinshader are you using? With such a bright background i would expect some SSS in the ears.
Hi people, EarVant helped me see some proportions mistakes I had made with this sculpt, so here's and updated version. Comments and crits are always welcome!
JacqueChoi - yeah I have been working on sss stuff or the past few weeks. it's really really tricky to get the settings right.
This tutorial helped me with which texture maps to use and what they should look like
should work with vray or mental ray sss http://www.gamedev.net/topic/585052-real-time-skin-shader/
no worries JacqueChoi, hope to see your results. I am still having problems with 'consistency' as results can differ even with similar settings. real pain
jesus christ it's been so long since i've made anything without strict guidelines its really strange and this engine is strange but cool and i really need to get back to making money now
also here's a max shot showing how completely crazy the texture saturation needs to be in order to get the above result in cryengine (plus it looks pretty cool)
You should add a detail bumpmap to that, to the metal parts anyway. Would make it pop even more.
Some Meat head I've been working on, still got loads to do and loads to fix. As you can see his armor hasn't been touched texture wise so I'll pimp that up now.
I spent today messing around with qMesher. I was trying to come up with some sort of system to get a good, near game ready, mesh out of it. I feel like it's "almost" there. It's just so random sometimes. You can literally change nothing and get different results each time. If any of you guys have messed around with it gotten good results I would love to hear what you have to say.
guedin very cool! I like how youve done the fur and hair, stylised but realistic in some ways too. Love the character! On a tiny side note, the material going from her crotch over to her bum seems odd as it makes her crotch area look wide and hides her curves and kinda has the shape of a giant nappy.
Replies
These two works are awesome and I love them.
The program is still in early development with a lot of planned features still to be implemented, and some of the current features are still not working properly (the layers window for example), but I've prepared this video in one sitting to show what it's all about, and hopefully get some feedback and suggestions (I get stuck on ideas often).
Please note that I had just set up the shortcuts just before recording the video, so I'm still not used to them, so I wasn't working nearly as fast as the program allows.
[ame="http://www.youtube.com/watch?v=xHZB5KTOH6Y"]Curver - Quickest Lineart Tool: Debut - YouTube[/ame]
Go to the program's page to download the current WIP version, and please share your ideas and thoughts.
SEX !
that is heaps of art. so awesome dude. wish you all the best in getting this solid and out
This is Freaking sweet dude! I'll give it a go.
You should make a dedicated thread for it.
EDIT:
feedback, Line interpolation is based on time, so drawing fast results in a jaggy line with less data to manipulate
Also sharing the link round to mates. They seem equally impressed.
Added a few tweaks to stuff.
What lights are you using? Are you using some sort of GI or final gathering to get some bounces in there? How is your light setup looking? Which Skinshader are you using? With such a bright background i would expect some SSS in the ears.
Are you using Direct3D to render the canvas?
thanks Marshal Banana, glad to hear it.
Yeah.... Really struggling with the settings ;/
Got any Vray sss tutorial links?
Try to guess what new game I was playing tonight? :P
Oh and umm for who asked me about my bear teeth, they're simple geometry.
Borderlands 2?!
Love it, tutorials! :poly124:
This tutorial helped me with which texture maps to use and what they should look like
should work with vray or mental ray sss
http://www.gamedev.net/topic/585052-real-time-skin-shader/
This one is ok
http://www.lamrug.org/resources/doc/sss-skin-tutorial.pdf
Finally this series of vid tutorials was very helpful to me
[ame="http://www.youtube.com/watch?v=himtp3fmxCE&feature=relmfu"]Maya SSS shader tutorial 1-2 - YouTube[/ame]
In max I turned on gamma settings at 1.66 and used exposure control, made a big diff
for me.
here is my latest effort from yesterday
link
couldnt get the alphas working tho
http://p3d.in/BVk2k/shadeless
A Valve console would have a companion cube shape, nothing else ^^.
Some Meat head I've been working on, still got loads to do and loads to fix. As you can see his armor hasn't been touched texture wise so I'll pimp that up now.
Cheers man
Keep it up.
You know this is going to wind up on a youtube video somewhere saying they're legit
I spent today messing around with qMesher. I was trying to come up with some sort of system to get a good, near game ready, mesh out of it. I feel like it's "almost" there. It's just so random sometimes. You can literally change nothing and get different results each time. If any of you guys have messed around with it gotten good results I would love to hear what you have to say.
More words on its thread.
http://www.polycount.com/forum/showthread.php?p=1668939#post1668939
awesome render ,remind me some gimenez illustation
cross post , hp done for my steampunk submarine
Still have to do the "flagpole" part and the horn in the pole for the highpoly.. and tons of tweaking.
Fookin awesome man!
hehe ok you asked for it
great sculpt scooby doofus, nice style
Yay !