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3 Dimensional Chat / Lazerus' Media

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lazerus
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Posted: 20th Apr 2010 21:15 Edited at: 26th Jul 2010 02:19
Yep, Im actually making a thread instead of harassing the posting compettion. Ill be posting finished works, along with Wip\'s and a sort of journal with tips, tricks and general tecniques i use. Criticism is always welcome on anything i post, except spelling after 11:00. At that point, i lack the correct hand eye coordination.

Programs i Use;

Alchemy
3ds Max 2010 student muching version
Photoshop Cs4

Since this thread will get cluttered quickly, ill use this first post to catalouge links to everything. When I recive Fpsc toolbox almost everything will be aimed at Fpsc. Yeah ive had to many problems with manual importing so i thought id take the more productive route which happens to be the lazy one aswell.

Index:
_____________________________________________________


Aztec statue


Oban night scene


Gate reaper


_____________________________________________________


Right then To my 2010 work Thread

-Con

lazerus
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Posted: 20th Apr 2010 21:19 Edited at: 20th Apr 2010 21:21
Well to christen this thread heres a Pistol and a deer.

Expect randomness its in my nature.





Each of these will be rigged, animated and textured. The deer has a basic block out of what i want while the gun needs mapping.

Well then back to work.

JLMoondog
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Posted: 20th Apr 2010 22:34
Looking good. Only crit is the deer looks like he has some odd hind-legs? One looks fatter then the other near the hoof.

As for the gun, looks like a gun, so good work there!

I expect to see your art/texture style in all of these, it's how I can always tell a Laz piece from another modeler's work.


Neodelito
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Posted: 20th Apr 2010 22:52
nice lazerus ,i like the deer. look like dino hunter models....

working.. working.. working..



lazerus
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Posted: 21st Apr 2010 00:00
Yeah i was aiming for really lowpoly so the leg is well yeah like that lol. I was actually working off memories of Kelbi's from monster hunter. Such a good game ^__^

And dont worry Ill make them pretty =d

Arei form the last compettion is giving me alot of jib. It seems him wont export porperly at all. Even though hes done already...

Bah some things are impossible. Ive uploaded the .Max if you guys can have any better luck than me.

-Con

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JLMoondog
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Posted: 21st Apr 2010 00:12
Dang, too bad I don't own max anymore or I'd help you out. What exactly is happening when you export the model? What are you using to export? Do you have bones/animation?

I know your trying to get into FPSC, so maybe hitting bond1 up with an email would be a good idea. He's usually very helpful with these sorts of problems.


lazerus
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Posted: 21st Apr 2010 00:19 Edited at: 21st Apr 2010 00:25
Ive used the Biped and the FPSC standard animations.

Everything is screwing up with it. When i export to any format, hes wrong in all ways. He loses his UV coordinates. His bones seem to dissapear and pretty much screw everything, the mesh distorts and is unisable while the animations, just arent. -__-"

So yeah hes screwed me over badly lol.

Edit;

Ill go ask Bond1 for a little help. Never know

JLMoondog
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Posted: 21st Apr 2010 00:25
Jeeze...epic screwish. Try and export to .3ds and send it my way, see if I can take a look at it. I know you'll loose the animation, but maybe you can see if the mesh is still good so you can import into another program and apply the FPSC animations then.


lazerus
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Posted: 21st Apr 2010 00:31
Ive attached him.

Good luck an god speed.

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JLMoondog
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Posted: 21st Apr 2010 00:39
Looks like you exported with the bones? Caused part of the mesh to concave on itself, otherwise it imported alright. If you can export the base mesh only, no bones are controllers, that be great. The texture map too so I can test it. The UVmap looks organized at least.

If you don't want to release it to the public hit me up on msn.


lazerus
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Posted: 21st Apr 2010 01:13 Edited at: 21st Apr 2010 01:17
I've got no quarrels with this guy being on the net. Ill be relasing him soon enough anyway ^_^

Map is in Dl, as for Msn, well im never on it not something i use other than email so.

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lazerus
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Posted: 21st Apr 2010 01:25
Whoops forgot.

Deboned .x is attached ^_^

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JLMoondog
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Posted: 21st Apr 2010 01:58
Well..that won't even loadup...just pops up with a window that says: "ERROR"


General Jackson
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Posted: 21st Apr 2010 02:12
Wow i like them, especially the deer

Shadowtroid
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Posted: 21st Apr 2010 14:29
I think the problem with the X file is that you have an extra bone or 3 in there or something.

At least the UV map was correct.

Well, good luck. I'll miss you at the Posting Comp.

lazerus
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Posted: 21st Apr 2010 19:54 Edited at: 21st Apr 2010 19:54
Well ive been told that it could just be the rig, so ill hack it off and reskin it. Ill try importing him with no rig aswellto see if the mesh is okay.

Other than that, sorry for being a waste of time lol.

Heres a update on the Generic pistol



Im about to Uv map it, and rig soon after.

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lazerus
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Posted: 21st Apr 2010 21:01 Edited at: 21st Apr 2010 22:38
I have a tendency to jump project to project, model to model alot. So i will be updating often , most likely racking up double or triple posts before i give you guys a chance to comment lol.

This hopefully will not become a habit of mine, and is the main reason i dont make these threads lol.

Ill only double post if the post is older than 4-5 hours.

Anyway, Arms.

I need ARMS!

well yeah.



These are loosly based on Jhon's recent freebie of his updated arms. I may have knicked his poly flow but the Lod is alot different, mainly by 400' something polies. Anyway these will be rigged up to the guns that ill make in the near future.

Back to the gun texture lol.

JLMoondog
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Posted: 21st Apr 2010 21:04
Looks good. I think you could get away with a few more polies in my opinion. Can't wait to see the end product though.


lazerus
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Posted: 21st Apr 2010 22:41 Edited at: 21st Apr 2010 22:44
Pistol is mapped,





Time to play now ^_^

On a note, its my art exam tommorow, the last 5 of 15 hours, so ill probably have a creative blow out after it. Ill be living on a suguar rush so be wary of highs an lows lol.

JLMoondog
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Posted: 21st Apr 2010 23:29
Looking good..only crit is that small jumble of lines in the center of the map, what is that? :S


lazerus
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Posted: 21st Apr 2010 23:40
A crap dump of artifacts and random bits. Its mainly the inside where the cartridge goes and some polies that cant be seen. So no use working on them.

I normally compress it, -if i have any- but since i can just throw a few tones on it while texturing, itll add a nice effect to the inside. So lazyness lol

JLMoondog
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Posted: 21st Apr 2010 23:51
lol, i do the same thing sometimes.


Gingerkid Jack
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Posted: 22nd Apr 2010 00:15
Looking nice, and hey its my art exam tommorow to however its the start of mine.

Gingerkid Jack - Aspiring Game Designer\3d Modeler
heyufool1
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Posted: 22nd Apr 2010 21:57
Quote: "and some polies that cant be seen"

If you can't see them why not delete them?

"So hold your head up high and know, it's not the end of the road"
Up-coming RPG!
Shadowtroid
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Posted: 23rd Apr 2010 04:32
Looks good Laz.

Though I do agree, you are great at low-poly...To a fault.

I think you could hazard a few more pollies on the hands, but do what you want.

lazerus
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Posted: 6th May 2010 21:11 Edited at: 6th May 2010 21:14
Sorry guys, work coming out of every knick point right now. After friday ill be able to relax more till then im working on borrowed time =-="

Anyway to keep my sanity i worked on my compettio entry for a bit. Of course i changed it, it wouldnt be me if it stayed the same.

Anyway

Low poly base in max.



High poly sculpt.





*yawns*

Its been a while since i played in zbrush. I was planning on leaving it alone till my uni course started so that i could get the foundation up but ehh i wanted to play.

Anyway, retopoligising the base mesh is next.

(I also have to sculpt the torches and the face in the middle but theres no point if i cant remember how to retop lol.)

Its been about a year since i used zbrush so be nice =p, im always looking for CC on any Wip's so fire away.

Edit; the sculpt is actually in the style i like, messy as hell but the figures are visable, worn deformties ect ect. That and when i retopo' the extra bumps and rough serfaces really bring out the extra details.

-Con

JLMoondog
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Posted: 6th May 2010 21:13
Freaky looking. Can't wait to see more.


mike5424
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Posted: 6th May 2010 21:20
...

Wow, Saw the low poly and was thinking "Hmm... Not to bad" Saw the high poly and my jaw dropped.

---
lazerus
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Posted: 6th May 2010 21:58
Thanks guys ^_^

Ill update tommorow im tired now, an i need to get the rest of this work done lol.

This will hopefuly be fpsc ready. *hopefully*


Hassan
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Posted: 6th May 2010 22:40
all what i can say about that high poly sculpt: this is art.

Shadowtroid
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Posted: 6th May 2010 23:47
Yeah, I have no chance in the comp.

Looks good Laz. On the back there's some weird looking tiling on the sides, but seriously, amazing.

pdidy
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Posted: 7th May 2010 16:59 Edited at: 8th May 2010 10:40
@lazerus
had a look at that file but cant get the texture on it
just wont happen, i did rig it with standard biped and a uv.
i used for practise on rigging.
.

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Mazz426
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Posted: 7th May 2010 17:41
lazerus@

the sculpt looks great but your gonna need to sort out some of the conflicting poles and the base of the 2nd pic and the sides of the 1st pic

lazerus
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Posted: 7th May 2010 19:31
Quote: "@lazerus
had a look at that file but cant get the texture on it
just wont happen, i did rig it with standard biped and a uv.
i used for practise on rigging."


I' im starting to think that the mesh is corrupt in some way or form. So ill be reverting through the 100 odd stages to find a point that works.

No worries
Quote: "
the sculpt looks great but your gonna need to sort out some of the conflicting poles and the base of the 2nd pic and the sides of the 1st pic"


Could you point them out? since i have no idea what you just said

I was hoping for input from you Mazz you are currently the only user with alot of experience with zbrush. ^__^

pdidy
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Posted: 7th May 2010 21:14
@lazerus
ok this 1 working with map.

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pdidy
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Posted: 7th May 2010 21:23 Edited at: 8th May 2010 10:43
screen shot

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Quik
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Posted: 7th May 2010 21:29
screenie in jpg please


[Q]uik, Quiker than most
lazerus
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Posted: 7th May 2010 21:42
Thanks for the help ^_^

though im afarid its to no avail i have managed to fix nearly all the problems since i last posted. I literally need to fix the skinning errors and re import through fpsc toolbox.

I am still very grateful and i hope you have fun with him. ^_^

pdidy
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Posted: 7th May 2010 22:08
it is all good,
i find the best way to learn somthing is to find a chalenge
and this 1 was i do a chalenge a day and i am learnig
from using models that become avalable.
i would love this model when you release him thanks.
mabie you will do some color variations. id did find some problems
in the mesh, the left leg above the knee the strap that goes arround the leg, on the side of the model there are a couple of points that need welding as they show up in animation.
Alucard94
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Posted: 8th May 2010 11:10
My eyes!
Your sculpt has a very random, very bumpy look. Which I don't really like, considering those things are usually very planned out on what they will represent and stuff, and yours just has a lot of, I guess, detail just crammed in everywhere.
It seems like you've just gone mental with the brush everywhere, which leaves it not looking very realistic and just very noisy. Improve that and it'll look great.


Alucard94, lacking proper intelligence.
Mazz426
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Posted: 8th May 2010 14:01 Edited at: 8th May 2010 14:01
lazerus@

some of the work you've given on this looks great, the details on the front details are marvelous but heres a guide for what vertices are conflicting and where you should do some retopology or smoothing, also my points are refering to the opposite side as well due to symmetry



lazerus
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Posted: 8th May 2010 14:17 Edited at: 8th May 2010 14:19
Yeah i was quickly mapping out how i wanted it, ive been playing with alot of the tools and alphas since i had no idea what they did ^_^"

I figure the smmoth, flat, mallet and fast mallet should help even it off.

Detail spam is a no no then lol

Edit thanks Mazz, ill go over those areas,

lazerus
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Posted: 15th May 2010 00:08
Well i finally got a little spare time by finishing off art an ict. Its been a complete bugger an i can be called back for revisions in IT but im done otherwise. Sleepy and slightly hungry so everything is back to normal.

To use a little of 'me' time i created the retopo'd low poly version of my entry.


Im going to go with Nivida normal mapper for now, though ive heard xnormal is quite good aswell. I guess ill have to make a full scene now that you guys have rasied the bar again lol.

As always
-Con

lazerus
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Posted: 17th May 2010 00:35
Well so more spare time today, i found that normal mappers suck unbelivably since they dont recognise the mesh areas -__-"

So to combat this annoyance, i manually made a normal map with the renders from zbrush an max with effects. I also knocked down it to 1000 polies, OCD'ic impulses. Yeah i know, its annoying on this side aswell.

It worked pretty well anyway.

Max renders;





FPSC Import;



Uv map;


As a little bonus, ive given you guys free roam with it.. In the download theres the .max, .3ds and Fpsc ready files. Theres a .dds texture, but the .fpe needs changing from jpg to it. Fpsc generated it so its a bonus. I didnt know how to get the normal mapping to work in fpsc so yeah lol.

Anyway enjoy. If you noticed the post above, i was on post approval so it never bumped the thread.

awhh sleepy noaw. Better get back to revison and personal projects.

Yawnn
-Laz

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Asteric
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Posted: 17th May 2010 01:18
Seems to be too much noise there, its making it very hard for me to read whats what. The max render to texture is all you need to make a good normal map, if you need help setting it up, let me know mate.

lazerus
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Posted: 20th May 2010 00:57
@ Asteric; thanks for the offer mate, ill pick you up on it if i get stuck ^_^

//Oban temple scene//

Well i had nothing to do in my freeday but daydream and sleep so this is the product of it. Anyway i remembered a scene from Oban star racers that was pretty epic ( day dreaming ofc). As usual i changed everything due to my fussyness an ill rememberece of it, heres what ive got so far.



The textures are just flesh outs so far, and ive removed the cloud planes since they dont have alpha yet. The three spheres will be planets, the curve closest to the left will be the view from inside of one of the stone egg things. Im robbing Neo;s style for a bit of fun, though to shake it some more, ill be using a pastel colour pallete and warm tones. The stone engravings will be the focus point if i get it right. Ill be adding a bit of flora and funa while im at it. This will most likely be my entry, that is if i dont get another idea lol.

Ill clean up the aztec thing later and update the texture in the download.

*yawnns* i guess 16 hours of sleep anit enough

Ughh work a 6:00 in the mournin *crys*

-Con

lazerus
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Posted: 20th May 2010 16:29
Just some more texture updates.



Im doing the background first before i do the rest of the scene.

Clouds are next

Mazz426
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Posted: 20th May 2010 17:18
if you're texturing in zbrush i'd recommend apllying the spherise destort to those planet textures, they look flat

lazerus
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Posted: 20th May 2010 18:34
Thats cause they are flat



An im working in photoshop, and trial and error'ing in max.

Dont worry, once i know where everything goes, ill be appliing horizon and bloom to the planets. I threw together a lighting setup, ill refine that the end aswell.

Latest render;



Asteric
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Posted: 21st May 2010 19:48
Cool work, i would actually render the final where the camera is close up to the main thingy in the middle, with a planet and one of the smaller ones in the background. From the little work i have done with scenes is that its always best to have an appealing, strong foreground piece, with an interesting backdrop. Some sort of unearthly substance leaking from the holes of the main piece would look cool i think, would also make it more interesting too.

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