Hello i will post here my final scetch i want to put a name of my end game visual its called -THE HOMMEMAGE THRONE- i will use torque 3d engine
the geometry in my engnie will be more detailed this is just for you to tale a picture of the idea hope all you like it
here is my final draw i will put it in the 2d challenge here i will get my torque scene i will show you next the first drawings that are not too good but was for me to get the idea.
here is the final draw
this images looks pretty blured because it has a resolution of 800 by... 620 or 580 more or less so save it in your desktoop and open it i recomend with quciktime view becuase windows gallery or something dont show the real quality of any image
IM very happy to anunce a seocnd member tema of toxic juice named David Carballo dias form spain that is a well talented game programmer taht he has done the post effects ssao , hdri and light rays worked well in torque he has donde the post effects looks very great and awesome!! no one tell us that i was looking and asking for help and no one want to say nothing aboout the post effect panel in torque i was looking and one day i realize that this panel is absolutly necesary for the final artwork agme so david has made it and we will take this awesome feature of torque in our side to acomplish our work.
CONGRATULATIONS DAVID VERY WELL DONE WORK!!!
So i finish today the dome and some structure now i will begin with the walls and archs , i dont know if i will close the structure to make like a interior scene or making it only a half like my skecth becuase in my other skecth is it indoors with the time i will decide. Well this image is render in 3d max with default scanline render two omni light one with shadows and only the materials have the normal map and diffuse i have let the lights in standar with no changes because the propose its maked in the engine but only to see how textures blend with the color and detail , in some cases i use nvidia normal map and in other cases zbrush normal maps , my textures are 128 by less .. like 128 by 80 or smoething ,in each texture i use photoshop for making good texture and i use tiles texture for saving textura map space so a rpeated in the block as yo see this image has 9 diferent textures of size 128 by less .
sSo this model has 8300 something tris and 4000 thousand polys , i have modleed all and i take reference for 3d models of arc and images now let put it on zbrush!!
well i almost broke my back doing this floor because the easy way is to unwrapet but by the size limit of textures we have i decide that the only way to get it is oding each texture in the flooor by 128 *128 and detach each plane in the floor and put the map of each tile in each square thats the only way to get it , and i almost broke my neck because you have to resize and rotate each map in the 3d max scene , so it was finish and beautifull looking it worth the pain.
Just aprobe in torque wiht hdr but i will not use it in the final composition hdr gives you a hole diferent tipe of image and is great but i wont use it.
Here is my image of the half in torque im almost finish the floor and a little hall and put the throne and some other details and starting combining all in torque light rays will be enter in the scene and some cool torque effects.
well good work i have finish at time i will present you the final 2 shots and tomorrow i will put some more imges of the making and the texture size etc i hope you will like my work .
:thumbup: i love to leave the shot piece as it it no retouches no sharp no nothing in photoshop play as it is form torque 3d what a cool game engine i reocmend you all to use it .
please to apppreciate well the details save it in your desktop and open with quick time viewer the size is 1100 for less something enjoy my work!:)
som my sketch amd other things lef taht i posted in the contest note that i have converted in editable meshes ll to see the tris and i have a total of 229.000 something and all the textures included the normal maps fit in my photoshop sheet of 4096 by 4096
Thanks crazyfingers!!!
The textures almost all are powers of two the normal maps look large becuase i dont noted when i pass the normal maps to the shet in photshop i scale down a bit i think because i took all the nomal maps form the diffuse so they are equal becaus ei have used nvidia normal map photoshop plugin thanks for your comments i will do it!
all the textures are power by 2 but i didnt realize that because i put all the texctures in equal size but in some i have croped that because they dont have a white space left like some textures do here i didtn realize that now i know
i dont know if i really get the question well but i have made it all in 3d max exporting to collada after i put all in torque 3d inside and take the image capture , the two of those and the image that i will go first is the one that is far away the throne
Hello to all, I am the friend of smiljan66, and member of Toxic Juice, I wanted only to write in this post so that they should know that smiljan it is not alone, that I am here to support it.
And to say that the scene is very well, and I hope that they should be just at the time of valuing it.
Greetings.
Might offset where the seam is on that back wall too. you can see where the texture is mirrored in the dead center. off to the side a bit might hide that a little.
also agree, the wall texture seems a little less detailed than everything else.
Replies
Im wandering if i can enter the 2d contest with this , and this my final sketch and and 2d design took me today about 10 hours no stoping love this!
here is the final draw
CONGRATULATIONS DAVID VERY WELL DONE WORK!!!
Well this image is render in 3d max with default scanline render two omni light one with shadows and only the materials have the normal map and diffuse i have let the lights in standar with no changes because the propose its maked in the engine but only to see how textures blend with the color and detail , in some cases i use nvidia normal map and in other cases zbrush normal maps , my textures are 128 by less .. like 128 by 80 or smoething ,in each texture i use photoshop for making good texture and i use tiles texture for saving textura map space so a rpeated in the block as yo see this image has 9 diferent textures of size 128 by less .
sSo this model has 8300 something tris and 4000 thousand polys , i have modleed all and i take reference for 3d models of arc and images now let put it on zbrush!!
well i almost broke my back doing this floor because the easy way is to unwrapet but by the size limit of textures we have i decide that the only way to get it is oding each texture in the flooor by 128 *128 and detach each plane in the floor and put the map of each tile in each square thats the only way to get it , and i almost broke my neck because you have to resize and rotate each map in the 3d max scene , so it was finish and beautifull looking it worth the pain.
for you to get the idea
Just aprobe in torque wiht hdr but i will not use it in the final composition hdr gives you a hole diferent tipe of image and is great but i wont use it.
Here is my image of the half in torque im almost finish the floor and a little hall and put the throne and some other details and starting combining all in torque light rays will be enter in the scene and some cool torque effects.
:thumbup: i love to leave the shot piece as it it no retouches no sharp no nothing in photoshop play as it is form torque 3d what a cool game engine i reocmend you all to use it .
please to apppreciate well the details save it in your desktop and open with quick time viewer the size is 1100 for less something enjoy my work!:)
beauty shot #1
Beauty shot # 2
All things considered though this is a solid entry, keep it up.
The textures almost all are powers of two the normal maps look large becuase i dont noted when i pass the normal maps to the shet in photshop i scale down a bit i think because i took all the nomal maps form the diffuse so they are equal becaus ei have used nvidia normal map photoshop plugin thanks for your comments i will do it!
And to say that the scene is very well, and I hope that they should be just at the time of valuing it.
Greetings.
also agree, the wall texture seems a little less detailed than everything else.
turned out really good though.
great work!