worked on interactive cutaway rendering for medical illustration, as well as some shading fx for it
oh yeah the effect is faster than the good ole vsync cap
Some buddies of mine from work convinced me to post this here. We've been a little slow in the texture dept. so I grabbed Bobo's demon and had some fun with it.
Josh, you need to do the gaming industry a service and work on 'kids' platformers someday. They've been depressingly bland ever since the early n64 days and your concepts/sculpts are always amazing.
Awesome pokemonthingy josh, really nicely made. I'm liking BJA's spooky house scene too. Cute and has a lot of atmosphere.
I've been trying to light some of the rooms from a game I'm working on.
The rooms are a mixture of work from a friend and myself. Props were mostly done by him, background room/misc props were done by me (I'm mainly a programmer). Still some placeholders in there that we're slowly getting done.
I really need to read up on some good tutorials, articles and books on nice lighting in Max (and in general). Being in the industry I obviously realised a lot went into lighting a scene, but never realised how many parameters you need to tweak, how precise position/colour/etc. has to be to look nice. This is my first attempt so any comments/crits would be appreciated.
Trying to get some paintovers and tips so I can get this looking a good as possible, I'd really appreciate it. Not sure if I should make this a thread.
Troll Death-Knight
Don't usually do fan art but seems like a good way to get noticed.
thanks I´m looking for good reference pictures for the body now
i Checked the Proportions on a basemesh and the lower part of the body was 10 cm to long
The engine I'm making it for has no alpha maps (as far as I know..).
As for making the mouth a texture, hmm, well, I dunno, I think it would look really cartoonish, which is not what I want it to be, it's just a few tri's, so no real problem.
Did some more optimisations, it's down to 582 tri's
the 1st is just black layering, 2nd is with the white i just tried to add and turned into one big nightmare. I let it dry for a day or 2 but it just wont work, ah well, back to pencils it is.
what are you using for a mix with your oil? I found 1/3 turp, 1/3 Damar Varnish, and 1/3 Japan (dryer) works well. Sometimes I'll throw in some Liquin (a god's gift to oil painters, but banned by purists). Oil is a translucent medium. It takes many layers to build something up. An under painting is better served using a burnt sienna or raw if you prefer. On the cooler side, you can go with idigo Blue. Underlayers should be thin enough to still see the canvas texture as you wouldn't want the texture of that oil to affect your final painting. Without a proper mix at the beginning you could wait a month for it to dry. Most of the time the 'mud' happens because we rush to fast into it. Anyway, i hope that helps. Keep working at it, just give it time.
yeah, if you're happy with that end result then why not just make 6 or 7 tiny squares of colour and put each area's uvs inside the square. That, plus the eye texture should easily fit into a 64x
No, it'd still be one UV set. You'd just UV map it so that those areas you've got laid out now would fit into small (say 8x8 or 4x4 pixel) squares of colour. Just scale the UVs down and put each area inside one of those blocks.
So if you had a 64x64 texture, 3/4 of it could be the eye (48x64) and the other 16x64px could be a group of colour blocks.
The UVs for those areas would just be scaled really small.
Your current texture does seem very wasteful since you've got a full unwrap for stuff which is essentially flat colour fills. The only detail which doesn't need this is the eye.
Replies
oh yeah the effect is faster than the good ole vsync cap
it's not SSAO but shading is based on a cheaper technique, found at
http://graphics.uni-konstanz.de/publikationen/2006/unsharp_masking/webseite/
and some custom addons
@oglemeanimations: thanks
Here's my take on the demon:
Doing some Soul Edge. It's my first attempt at making something that's one object.
new Face with a better facial expression
I've been trying to light some of the rooms from a game I'm working on.
The rooms are a mixture of work from a friend and myself. Props were mostly done by him, background room/misc props were done by me (I'm mainly a programmer). Still some placeholders in there that we're slowly getting done.
I really need to read up on some good tutorials, articles and books on nice lighting in Max (and in general). Being in the industry I obviously realised a lot went into lighting a scene, but never realised how many parameters you need to tweak, how precise position/colour/etc. has to be to look nice. This is my first attempt so any comments/crits would be appreciated.
Hey dummeh the lighting in the room looks nice so far. There's plenty of resources on lighting.
Here is one that might help: http://www.keenleveldesign.com/html/misc/lightingtutorial1.htm
dummg, cool style reminds me of the desktop starwars adventures kind look, neato.
and a new Topo
Troll Death-Knight
Don't usually do fan art but seems like a good way to get noticed.
Any help is greatly appreciated.
i Checked the Proportions on a basemesh and the lower part of the body was 10 cm to long
678 tri goomba (from mario) there will be about 200-300 on screen at some point, in an rts, suggestions?
As for making the mouth a texture, hmm, well, I dunno, I think it would look really cartoonish, which is not what I want it to be, it's just a few tri's, so no real problem.
Did some more optimisations, it's down to 582 tri's
meh.
Looks awesome. Just curious, but are you using alphas?
the sculpt was actually made in zbrush and the images are maya screengrabs with brice's cgfx-shader.
thanks for the comment
meh meh meh
No most of those are made as separate tools and then placed with projection master to make one mesh. Most of the techniques can be seen here
http://www.pixologic.com/zclassroom/artistspotlight/
Its fairly fast to whip out. This model was made in about an hour with nothing pre-made.
slightly temporary shot while i go to sleep
slide scratches are a test to try and mimic this picture
whole thing is too dark i know
TriggerHappyPuppy: Looking great, I want to see where you take it!
Ok, done, tricount is at 588.
Any suggestions or something?
So if you had a 64x64 texture, 3/4 of it could be the eye (48x64) and the other 16x64px could be a group of colour blocks.
The UVs for those areas would just be scaled really small.
Your current texture does seem very wasteful since you've got a full unwrap for stuff which is essentially flat colour fills. The only detail which doesn't need this is the eye.