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3 Dimensional Chat / Lazerus' Media

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mike5424
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Posted: 21st May 2010 20:30
Neat! The blur seems to be killing the detail though

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lazerus
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Posted: 21st May 2010 21:17
I know mike but the quality difference in this four second render to the two hour-> four hour -> 12 hour renders are well alot lol.

Dont worry, itll clean up nicely. Off the top of my head, Its using a blend set with Indirect Illu' on next to nothing, leaving it with a fully blended piece. While higher settings with a few other extras and refinements only blend the edges and depth in side a set area on the camaera. Thats why the planets are flat otherwise the inner curve which is lit up would be blured and ruin it. Amazing luck that there flat ehh?

Ill be playing some more over the weekend.

@Asteric

Ill be adding plant life inside the central block and was thinking about making a water fall.

Quick sketch up of it;



Though to get the detail, ill need to render at 200/300% larger than the final piece to be able to work the plants in the distance. The kid? i dunno i always picture myself looking at these landscapes, so you could say its a outward persepction of myself or something like that. Err seems i may have rambeled a little. ^_^"

Asteric
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Posted: 21st May 2010 21:58
Liking the mock up of it, keep it coming Maybe looking at the Hallelujah Mountains from Avatar for some ideas? They were a similar style to those floaty pieces.

lazerus
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Posted: 22nd May 2010 20:03 Edited at: 26th Jun 2010 15:17
Update on the water and texture for the main building. Just making the base textures and blocking out the stone. Everything is handpainted so its taking a little longer, but its more of a challenge ^_^"



Pretty water at the cost of 16 planes, 3 for the main flow, the rest is the splash back, if i really wanted to save on polies, i could just use 4-3 but build the textures for splash into the main bodies, then have another plane 90* off the other three with more horizontal splash. Tip of the day



Edit //Wont need to re proportion now//

Looks like ill need to re-proportion the planet behind the water. It looks a little funny right now so yar to warrr or just to rescale.

Then its to the plants. Im thinking red or white glow not sure how the contrast will work out.

EDIt; hacked the water posistions again.

Edit 2; third times the charm, re adjusted the water along with there textures so that the whole gap isnt covered.

Edit3; So yeah, the slash wasnt working right, so i got rid of most of the clutter by the clouds. Cba updating with pics, 3 in a row is irratating lol.

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lazerus
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Posted: 23rd May 2010 16:50
Fueewwww



Learned quite alot in this, mainly since plains are a bugger to work efx on so i had to find new ways to create the same thing. Enter lens effects/glow/area-materal ID. Quite a useful little effect, saved me Photoshopping in teh glows or creating plains with aplha transition glow. yawnnn, was sunbath-daydreaming when the idea came to me so

Next up is the little kid sitting there watching the nights offering. I could PS' him in but that'd be too easy so ill model his profile next, the aera glow will light him up properly without much effort aswell.

So to do list;

Refine the centre plant lights, glow is too large for distance// its based on size of the object, so ill make a seperate material and apply a lower area setting

-Model little guy and correct light setup so hes not engulfed by them.

Refine GI an final gather -> To final render.

Sleepin again now.
-Con

lazerus
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Posted: 23rd May 2010 23:36 Edited at: 26th Jun 2010 15:17
Yay a a person.

Spent the better half of 2 hours just playing while watching doctor who.

I was trying to be lazy and give him pants right off the bat but yeah you can see what happened. Ill be making him more child like soon enough. I also re-created my arms from scrach for a little practise

To call of duty!

lazerus
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Posted: 24th May 2010 14:45
last composition render.



Ill be rendering twice, one without the guy in and one with only the guy, Post op is easier that way. Eta for final render is 6-8 hours. postop 2ish so tommorow ^_^

Well thats what to expect folks' ill start rendering the final soon enough. The person will be heavily photoshopped though so yeah. Ill probably correct the hue/ saturation and a little contrast while im at it.

All's well end's well so far

-Con

SJHooks
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Posted: 25th May 2010 01:35
Fascinating texture. IS it hand painted like some of your other works?

lazerus
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Posted: 25th May 2010 01:45
In the end i lowered the opacity on the paintover and applied a hue/sat overlay of the orginal texture to bring out the shadows. So near enough all mine ^_^

I did assume you where on about the centre piece? o ther than that everything is handpainted

lazerus
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Posted: 3rd Jun 2010 15:52 Edited at: 3rd Jun 2010 15:53
/////End Boss/////

Well, im having aloy of fun with this, but suspense and mis-direction is everything when you fight te last boss of any any game. If your not caught off guard, then well its very fun.

Heres a quick paintover scan



If anyone can possible guess where im taking this, i would pay you cash lol

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Hassan
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Posted: 3rd Jun 2010 16:00
a girl with horns?

mike5424
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Posted: 3rd Jun 2010 16:16
She looks a bit "Horny" (Drums playing the joke thing (Dum dum dum chhhhhhh)

Crappy joke's aside, A monster body?

---
JLMoondog
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Posted: 3rd Jun 2010 20:33 Edited at: 3rd Jun 2010 20:34
Nice concept, she reminds me of Edea from FFVIII(my favorite FF game). Hope to see some awesomeness soon.


lazerus
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Posted: 4th Jun 2010 20:44 Edited at: 26th Jun 2010 15:18
Yawwwwwnn, sleepy since im just sleepy lol,

Anyway work;

//In the download //

Well ive started the face of my entry, its been a while since i last did a human face properly so nit picking on the edge flow is open. The face itself is pretty much what i was aiming for, the smile worked out pretty nice, even if its ott .

Ill be finishin the rest of her head and will attach it to the body once everythings in place and looks the part. Im actually being quite unforthcoming this comp, i want it to be a little surreal compared with the others soo, youll be gettin next to nothing development wise (8P

She'll be rigged an if i can, a short intro would be fun but we'll see.

-Con

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Camouflage Studios
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Posted: 4th Jun 2010 22:11
Lips look a quite wide, I would bring those closer to the center. Thats really the only thing thats bugging me on this face, also, you should extrude the nostrils inwards

banner.jpg
lazerus
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Posted: 4th Jun 2010 22:55 Edited at: 4th Jun 2010 22:57
You'll find out when i finish why it dosnt look entirely normal. Tis for a reason so dont worry just yet. The only problem with trying to keep the details a surprise.

Might aswell update while am here.



working more on the neck V area.

630 polies##

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Azunaki
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Posted: 5th Jun 2010 09:32
that makes me want to say scorpion/spider.

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lazerus
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Posted: 6th Jun 2010 14:07 Edited at: 6th Jun 2010 14:10
Nope



bouncing around 2.1k I wonder where all those extra polies are hiding

Working on the feet and hands. i havnt done anything but left them as place holders/stubs so. The body has to be that skinny.
All will be explained later.
The problem with this, is critting, you basically swinging in the dark lol

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JLMoondog
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Posted: 6th Jun 2010 16:07
Jester of DOOOOOM!!


lazerus
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Posted: 7th Jun 2010 00:43 Edited at: 7th Jun 2010 01:04
Hee hee.

I have a twisted imagination...

Watch for spoliers...

Wuhahahaha

Ohh an body so far





Shadowtroid
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Posted: 7th Jun 2010 01:32
Oh that is awesome.

Looks great Laz.

JLMoondog
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Posted: 7th Jun 2010 01:37
Ah yes! Double head big teeth mouth chomp!


lazerus
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Posted: 8th Jun 2010 19:48
*yawwwnnn*

Three all nighters isnt good for my health, ehh most things i do anit

Righty then, since alot of people are using wings now, i thought id spice mine up a little since well, bog standard was boring lol.







Obvious insperation taken from the Final fantasy series and there fancy designs. Bahamut was quite a nice ref to use. Anyway, ive still got a few more things to play with then ill be unwrapping. Rigging will be espeically fun due to the custom rigs i was playing with while i was building him. The wings are quite a pain to manouver but it worked so its all good.

Ive got to attach the head next and that'll be the most really, unless i decide to give it a tail to counter balance the weight. Ill just play about.

-Con

Isocadia
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Posted: 8th Jun 2010 20:20
HOLY MOTHER OF MODELS, that is just plain awesome!!!! Wish I had come up with that T_T. Good luck, and when you finish it, will we be able to use it in our games?

isocadia

Hassan
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Posted: 8th Jun 2010 20:27
awesome! you have a really nice chance to get first place with that awesome model! can't wait to see the texture

lazerus
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Posted: 8th Jun 2010 20:37 Edited at: 26th Jun 2010 15:16
Thanks guys;

Of course ill be realesing her I always post my entries up in the 3d model database.

Just a wing + feet update while im postin;

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JLMoondog
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Posted: 8th Jun 2010 22:33
How cool is that. It definitely looks like a end game boss, well maybe the 2nd phase of the end game boss.


lazerus
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Posted: 8th Jun 2010 22:36
Quote: "well maybe the 2nd phase of the end game boss."


*Grits his teeth* Ill go ahead an say your spot on. The reason i was creating custom rigs as i went along was to check if everything 'folded' together. Still needs some work but its promising so far

Shadowtroid
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Posted: 9th Jun 2010 00:35
Wait...In my experience a lot of awesome bosses have 3 phases:

1: A medium-sized phase to give you a sense of security
2: A small phase that is usually agile, and might have projectiles
3: The HUMONGOUS STATIONARY DESTROKILLER phase where it has like ten billion health and cannot move. It also usually has some kind of giant laser.

So does that mean...?

lazerus
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Posted: 9th Jun 2010 23:28
Well the last of the mesh work is done, ive reworked the poly flow, optimised and attached everything in place. Well im off to texture now anyway ^_^ Rigging should be so bloody fun i cant wait, yeah i actually said ill enjoy it, well you would if you could see my tiers and rig pose ideas.

It dosnt look like ive done much, but theres alot of hidden mesh to deal with, so i assure you its time well spent.


Nearly forgot the profile shot;



Ill montage the stage profiles after i rig each one of them.

Well ill be ignoring this for revision more since my exam is on the 21st then another on the 29th. So ill have a 5 day window for a last gasp effort.

Next update will be the Uv.

lazerus
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Posted: 11th Jun 2010 00:29 Edited at: 11th Jun 2010 00:32
Well the unwrapped main body is done.





Next is the wings and symbol, im not sure if i should squeeze it into a single Uv map since its be a pain. Might just make two. I did the head by hand so i know where everythiong flow froms.
Dont worry it'll make more sense when i texture.

Kira Vakaan
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Posted: 12th Jun 2010 18:27
The model's looking pretty good. I'm interested in how this is all going to turn out.

I have some problems with the UV map though. First of all, what's going on in the highlighted places of the attachment?

Second, there seem to be some very tightly packed polygons it some areas. Also, on your checker render, the proportions are all off. The checkers on the thighs are huge, while the checkers on the torso are much smaller and stretched. Unless there's a reason for that, I think you need to do more rearranging/scaling/editing of you UV islands.

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lazerus
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Posted: 12th Jun 2010 19:28
I gave the torso more space inherently since itll have more detail than the legs. The thighs are armoured so the central parts will just be a flat gradient scracthed metal with embroided edges and the odd outcrop pattern or symbol. So yeah it was pre planning there lol
As for the overlayed areas ill just a rundown them.

Bottom left is the inner area of the finger and is in proportion to the rest of the hand, so its okay there. Moving up from there is a tooth which is mirrored, so the unbderlying polys are just the other side.

Moving to the top left, thats the lower jaw with the same story as the lone tooth. Though the hard overlaying will have to be sorted so its on a point and not a flat surface. It makes it seamless without much effort ^_^

Top right is the foot, ill actually have to correct that one since the render on the foot areas came out funny. Never noticed it till now ^_^"

Thanks for the crit Kira, Ill update when ive made enough progress.

lazerus
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Posted: 14th Jun 2010 00:37
Well the mapping is done, ive ordered/scaled it according to use.





next up is texturing Whooo lol

Shadowtroid
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Posted: 14th Jun 2010 22:59
Hehe.

Good luck in the comp. I can't wait to see this thing textured.

lazerus
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Posted: 21st Jun 2010 22:29 Edited at: 21st Jun 2010 22:30
Yawwnnn soo really tired all the time lol. Anyway i have a 8 day gap between tests so i want this guy done in four.

Rigged and the 'reaper' wings are textured, sort of.



Playing with a beauty pose lol.

Putting it simply, floaty stuff are all weapons or part of them. Anyway, texturing. Lack of motivation next to this information overdose from revison has killed me. Ill see what i can can cook up but a revisit may be needed >__< At least the rig is done and shes Uv mapped.

Next update is the main body texture.

zeroSlave
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Posted: 22nd Jun 2010 05:57
Looks nice, laz. I'm excited to see how she looks with the textures completed and the artistic sparkle you always seem to add on each entry!

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
lazerus
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Posted: 24th Jun 2010 23:11 Edited at: 24th Jun 2010 23:13
Thanks coughmist ^__^

Right then, where im slowly getting with my texture, honestly im more likly to get blood out of a stone right now, but im staggering through lol. tempted to change the blue on the wings to a grey steel or something. My colour swatches are lacking so i wanted to change it up a little. Im thinking i want orange in there but id need to balance it out with a few complementaries ect ect.





Crit/advice would be loved on a good colour scheme, so yeah, ill have till tommorow to finish the final preps and sceanery, then package it all up for the model database. Rifght now i have too many conflicting ideas, hers a considerably shortened thought process on it;



Yes i gave the conflicting sides a personality. An yes, i have 'conversations' like that. It easier to think if you have two thought process, with one critical and the other a artistic. Yes i do consider the fact its not normal anyway i have a boo- i mean work to do.

-laz

Quik
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Posted: 24th Jun 2010 23:57
aaaaaaaaaaaghhhh SOOOO BLURRRYYYYY, i believe it would look awesome, if i could see it, since atm it looks like you brought it to PS blurred all over the picture>.<


[Q]uik, Quiker than most
Hassan
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Posted: 25th Jun 2010 01:00 Edited at: 25th Jun 2010 01:01
was going to say the same as quik, too much multi sampling? or you just blurred it to hurt some eyes?
anyhow it looks good, even though i can't quite see how the face looks like

lazerus
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Posted: 25th Jun 2010 01:32 Edited at: 25th Jun 2010 01:33
gah sorry, didnt seem to bad on the big screen lol, ill re-adjust that preset >__<







There we go then, made it nicer with a quick lighting setup ^_^

Dont ask about the pose, its so much easier that way.

lazerus
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Posted: 25th Jun 2010 18:14 Edited at: 25th Jun 2010 18:16
yawwnn, Doing this always takes it out of me >___< shouldnt have to use my head this much lol.

Anyway, Tadaa new wings.





8 planes, mirrored ethier side. Poly count has been reduced to 2674.
The way i have compartmentalised the wings aswell mean i can now also animate them properly, if you can see it, i made them so they can fold.

I also screwed off the reverse joint since they just werent working egonomically and i nearly threw my pen when they screwed up losing my perfectly placed walk cycle to a mesh spasm, so yeah lol.

To compensate for lack of weapons now, ill give it ones from my orginal sketches.

Ive attached the wing's sketch, .png so ill just give you the heads up there lol.
I drew each wing section on a different layer, which made it easier when it came to Uv mapping them on since i just split each segemnt and spaced them out on a new .dds.

Anyway, back to the redesign.

This all started from an indescision lol.

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Azunaki
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Posted: 26th Jun 2010 07:40 Edited at: 26th Jun 2010 07:41
you changed it from looking like a final fantasy boss to a more diablo 2 type of boss.

btw the wings are looking great.

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Mazz426
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Posted: 26th Jun 2010 13:32
i personnally prefered the old ones they had a more... powerful look to them and when i saw them the thing i said was 'aww why didn't i think of that!', so in other words i liked them enough to have been annoyed the new ones look good but the old ones were origional and awesome

Azunaki
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Posted: 26th Jun 2010 13:45
well yes but the old ones didn't exactly look like wings. they looked like big weapons(granted they were weapons)

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Hassan
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Posted: 26th Jun 2010 15:02
To be honest, new wings totally ruined it, i liked the first one much more, not to mention that these looks somewhat small and cartoony

lazerus
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Posted: 26th Jun 2010 15:07 Edited at: 26th Jun 2010 15:19
Edit// fixed the stupidly large images stretching the page.
there in the downloads now.

Balls...

Well ive just finished the new weapon, but it looks like ill have make a mix of the new parts.





Ill chop shop them now and post for crits.

Better?

Ive got to fine tune them a little, but is th eidea better or scrap and go back to the others?

SJHooks
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Posted: 26th Jun 2010 20:56
Man laz, you have one of the most active imaginations on this forum, it looks pretty nice, but maybe you'd just feel like deleting that smudgy ending to your textures, like that painting style you use gets out of the outlines of the wings... you know just to see how it looks like . But overall its the wings are pretty impressive

lazerus
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Posted: 26th Jun 2010 21:12
You dont need to worry about that mate, i was planning to clean up after i settled the design. Its quicker and saves wasting an hour if you need to change it after your done.

The textures are nearly done now, ive recompositioned the wings.

Ill post up the final version late tonight, Gf's over so priortising.

lazerus
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Posted: 27th Jun 2010 04:33 Edited at: 27th Jun 2010 04:36
Done.





Didnt have time to fine tune the textures, or do a huge fancy render like i wanted, so to compensate, ive uploaded the entire thing into the atachment as a .rar.
3,100 polies, rigged, a few Ik solvers just cause.

Ill put it up in the database tommrow.

1.9mb Dl, .max, .obj and three texture maps for the scythes, wings and main body.

go nuts, do what ever you want with it. Eula only covers the usual ripping and reposting, crap like that.

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