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3 Dimensional Chat / Official 'What are you working on?' 2012

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Seppuku Arts
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Posted: 23rd May 2012 19:43 Edited at: 23rd May 2012 19:46
Quote: "oh and as i have not intended to use theese as anything but art isnt it a little bit useless to optimize polycounts as long as it runs smoothly in the editor?"


Depends if you want to render it in a scene, plus it's good practice. In a render, once you start adding more and more information to your renderer it'll be slower and slower at producing results. It's why even those who do 3D art for renders will keep an eye on their poly count and look for cheap ways of keep the render time low (without sacrificing the quality)

noobnerd
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Posted: 24th May 2012 12:24
Oh didnt think about that true that
Thanks
Seppuku Arts
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Posted: 29th May 2012 19:33
Testing out animation in Unity3D.



I think the jump might be a wee bit slow. But at least it seems my animations woes were all for naught as Unity3D has a built in animator I was unaware of. All I need is a rigged object and my copy of Carrara will give me exactly that.

MrValentine
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Posted: 29th May 2012 19:47
THAT LOOKS AMAZING... shame its not in DBP ^^

Seppuku Arts
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Posted: 29th May 2012 22:31
Cheers.
Here's another, but animations jumping between each other (with a 700ms crossfade). It seems the animations aren't blending perfectly, so I guess I'll have to figure out why that is. Presumably it's down to bones that haven't been keyframed.



As for DBP. I might pick up Dark GDK.NET one day, I'm afraid I've fallen in love with C# and can't seem to step away from coding with it. I tried coding something DBP earlier today, it actually feels kinda weird using Basic again. I've not abandoned it for good, I just think Unity3D is great for managing a project like this.

Ortu
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Posted: 30th May 2012 03:01
I think it would benefit from a greater build up before the jump. Crouch a bit lower and longer before launching up to give more impression of force. He also slides a bit moving backwards, add in a back step or two should take care of that. It looks promising man good job

Seppuku Arts
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Posted: 30th May 2012 03:32
Cheers for the feedback and you make a fair point, so I shall do exactly that.

JLMoondog
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Posted: 30th May 2012 07:03 Edited at: 30th May 2012 07:03
Almost done with my latest character mesh. Will be available soon.


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henry ham
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Posted: 30th May 2012 10:59
nice work josh she looks fit

cheers henry

JLMoondog
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Posted: 30th May 2012 17:47 Edited at: 30th May 2012 17:48
Quote: "nice work josh she looks fit "


Thanks man. Nearing completion!! I already have her rigged to the FPSC biped, so just need to fix her neck and finish her facial features then she'll be ready for fragging! Probably the fastest I've ever completed a human figure, 2 days. About 10 hours in total.



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lazerus
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Posted: 5th Jun 2012 17:11
Fear the purpleness



Portfolio; Arthiccup.com
Lazerus Reborn on Polycount and a few other places.
MrValentine
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Posted: 5th Jun 2012 19:27
lazerus - Kingdom Hearts inspired?

I think I like it would really be cool if you could do a 3D spin around!!!

Travis Gatlin
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Posted: 5th Jun 2012 21:34
This is probably the most complex and original model I've done in a very long time. I've been making this one up as I go along, no name for it yet. But it's some sort of battle mech so far.








Hope you all like it.

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!
Design Runner
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Posted: 5th Jun 2012 22:32
You probably should have put more space between the arm links travis, right now it won't be bending very far Very solid modelling though. High attention to detail, good usage of polygons, and excellent for conceptual modelling.

Travis Gatlin
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Posted: 5th Jun 2012 22:46
Oh, Thanks for pointing that out man! I knew something didn't add up. I'll fix that now, even though it'll be a pain sorting through all the detail. lol Thanks for the compliments though! I'm surprised with myself, actually! I made this with no references whatsoever, except for one for modeling the curvature of the spinal column.

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!
lazerus
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Posted: 5th Jun 2012 22:58


My little play about thing.

Portfolio; Arthiccup.com
Lazerus Reborn on Polycount and a few other places.
MrValentine
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Posted: 5th Jun 2012 23:04
thats super cool!!! I like the stylisation!

lazerus
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Posted: 5th Jun 2012 23:38
Thanks it was literally play around model. Cant get the motivation to do anything big so just small lowpoly stuff

Portfolio; Arthiccup.com
Lazerus Reborn on Polycount and a few other places.
MrValentine
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Posted: 5th Jun 2012 23:42
well low poly is good, and motivation is what we are here for

Travis Gatlin
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Posted: 6th Jun 2012 01:30 Edited at: 7th Jun 2012 19:29
New Improvements! Not sure if it's finished yet or not.

The head!



Back of the head, and the arms that I fixed to where they can actually flex and move right.


I moved the legs back to where they're more in line with the body and added power cables extending to the leg motors.



This mesh finished to be precisely 43,283 polygons. I used all 32 side cylinders for the entire thing, it isn't meant to be low poly, anyway.
edit: Nobody?

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!
Quik
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Posted: 17th Jun 2012 05:11


I know, I know -> 3d forum, not 2d.. but this is still what I am working on -> Concept for my eventual 3d Nurse from Silent Hill


The result of origin.. Oh and ponies
MrValentine
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Posted: 17th Jun 2012 06:05
Quik theres some amazing drawing in there, but then it got kinda fuzzy later...

Quik
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Posted: 17th Jun 2012 06:50
Havent done the hands yet ^^ and the legs are not done either, head was just a quickly-scribbled-thingy.


The result of origin.. Oh and ponies
MrValentine
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Posted: 17th Jun 2012 06:52
Quote: "head was just a quickly-scribbled-thingy."


naaaah... Really?

keep at it!

Pincho Paxton
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Posted: 17th Jun 2012 20:09 Edited at: 17th Jun 2012 20:09
Quote: "I know, I know -> 3d forum, not 2d.. but this is still what I am working on -> Concept for my eventual 3d Nurse from Silent Hill"


This might sound like a silly question, but why do you need concept art for something that already exists in hundreds of pictures on Google?

https://www.google.co.uk/search?q=nurse+from+silent+hill&hl=en&safe=off&client=firefox-a&hs=mTz&rls=org.mozilla:en-US:official&prmd=imvns&source=lnms&tbm=isch&sa=X&ei=2Q7eT4X4MOqR0AWJx_yJCw&ved=0CEwQ_AUoAQ&biw=1024&bih=685

Quik
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Posted: 17th Jun 2012 23:26
Quote: "This might sound like a silly question, but why do you need concept art for something that already exists in hundreds of pictures on Google?"


I want a front and pref a sideview - since iam not too great of a modeler. and I cant exactly live on premade content all my life - somewhere along the lines Ill have to start drawing by myself.


The result of origin.. Oh and ponies
henry ham
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Posted: 19th Jun 2012 10:44 Edited at: 19th Jun 2012 10:45
heres a project ive done some work on ,even got my name in the credits

http://milafilm.com/crew/



cheers henry

lazerus
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Posted: 24th Jun 2012 01:33 Edited at: 24th Jun 2012 01:35
Haven't posted on here in a while again ;')

Great scot! nice gig Henry, what did you work on?

Travis you need to think about forms more. There's little/no room for movement. Look on Cg hub concepts of mecha and see how the joints work and forms interact.

Progress on my mecha anyway~


Still mostly blocking out, detailed the foot mechanics a little and the back stabiliser too aha. So much to do for it.

Portfolio; Arthiccup.com
Lazerus Reborn on Polycount and a few other places.
uzi idiot
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Posted: 24th Jun 2012 02:05
I also decided to try out sculpting.
I'm surprised how easy it is.


If something compiles on the first try. Something is terribly wrong.
anayar
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Posted: 24th Jun 2012 02:54
@Laz: Mate a couple if questions:
1. What software ate you using?
And 2. How the hell do you get the renders to look like that?

Cheers ,
Anayar


For KeithC
lazerus
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Posted: 24th Jun 2012 13:28 Edited at: 24th Jun 2012 13:30
Sure Anayar here's the render breakdown;

3DS Max 2012 - A perk of being a student.

As for the render setup I'm using the now fixed iray (a derivative of the mental ray system) If you have a Nivida CUDA Gpu then Iray can also use it to speed up rendering. I have AMD so i rely on the CPU.

Here's the settings and scene layout~





Using 'MR photometric lights' and 'Mr exposure control' works wonders for ambient and realistic renderings. Two sky Portals for base light and one free light as the dominant source.

The exposure control has 5 preset's, cycle through them after using render preview. To see how your scene interacts.

The plane at the bottom is needed for calculating light bounces, this is important for any render.

The material is just a standard auto-desk one from there libraries. Iron black was used for this one, though it wasn't perfect it did the job.

As for the render setup Iray is pretty friendly in that regard; Unlimited time allocation, you stop it whenever you want.
Bounces - unlimited, as realistic as possible.
Filter - Gauss, smoother result though blurring.
Displacement - standard settings.

Now your poly count does not effect the render times which is the largest bonus of this system. I spent far too long in mental ray while it processed high poly scenes so this is the perfect swap.

This video demonstrate's some of the differences of mental ray and Iray.



The newest version of iray is out with 2013 and has massive improvements but I'm holding off till my third year before using it as the uni use 2010 and backwards compatibility is already poor between 2012 and 2010. That and the licenses only last three years so I'll have 2013 for another three years after I graduate to build on a portfolio if for some reason I can't get studio work again. Max has went up to £5000 as you need to buy suites of everything -___-" so if I'm out of work it's very pricey.

Any problems shoot me a email at; Conorbell 'at' arthiccup 'dotcom'

Portfolio; Arthiccup.com
Lazerus Reborn on Polycount and a few other places.
Pincho Paxton
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Posted: 24th Jun 2012 14:30
That purpleness should be censored!



henry ham
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Posted: 25th Jun 2012 00:33
Quote: "Great scot! nice gig Henry, what did you work on?"


mainly transport models & a few background props cant show any screenies as i signed an NDA but after its released i will post some.

cheers henry

anayar
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Posted: 25th Jun 2012 03:29
@Laz: Holy smokes mate, that's waay more details a reply than I expected! Thanks!
Unfortunately I'll have to make do with mental Ray as there is no way I could afford Iray
also, I more questions if you don't mind: I use 3ds mac aswell and was kist wondering what method you used or most of your models? Like poly, spline, nurbs etc?

Sorry for all the questions mate, I'm a fan of the stuff you post and just thought I might be able to learn a tip or two

Cheers,
Anayar


For KeithC
lazerus
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Posted: 25th Jun 2012 15:33 Edited at: 25th Jun 2012 15:33
Agh no spoilers then Henry ;')

Iray comes free with 2012 max, Your thinking of Vray

Goto assign render and check for Iray. If your 2012 update it and it'll become available.

For modelling I normally use straight up poly work. I've been incorporating splines as of late for wiring details. Never really touched upon Nurb's being honest not entirely sure what there workflow is aha.

This may help, it's a little older now and my workflow has grown a bit but it's still handy. There's 9 videos x 30ish mins. The final head video corrupted but the rest of the model's build is there so.



Final product~



Also if your not running 2012, here's a standard clay render setup~



Portfolio; Arthiccup.com
Lazerus Reborn on Polycount and a few other places.
anayar
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Posted: 25th Jun 2012 15:50
Quote: "Also if your not running 2012, here's a standard clay render setup~"

Yeah, im still rolling with 2010 :S If in buying I want to get 2013 but now that Autosesk forces the whole damn suite on you... Well $5000 is a bit much

Thanks again Laz for the videos and the answers

Cheers,
Anayar


For KeithC
Quik
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Posted: 25th Jun 2012 18:25
I dont like 2012 at all:S They made the interface too colorfull and even more "user friendly"... don't like the interface changes in it :I


The result of origin.. Oh and ponies
kingofmk98
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Posted: 27th Jun 2012 05:52 Edited at: 27th Jun 2012 05:54
A hand i made in a modeling class(With a lot of the teachers help too)




Get My FPSC Media at http://fpscfree.webs.com/

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Quik
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Posted: 27th Jun 2012 09:36
looks like the fingers are modelled separatly? or are they textured separatly?


The result of origin.. Oh and ponies
kingofmk98
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Posted: 27th Jun 2012 18:24
Yes the fingers are textured separately.



Get My FPSC Media at http://fpscfree.webs.com/
Quik
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Posted: 27th Jun 2012 20:09
Shouldnt do that, better to have the whole hand on the same texture, so to speak - as of now i can clearly see they are textured separatly, it's easier to get it seamless if theyre all on the same


The result of origin.. Oh and ponies
kingofmk98
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Posted: 27th Jun 2012 23:37
Thanks for the advice all redo the UV map so its all the same



Get My FPSC Media at http://fpscfree.webs.com/
Travis Gatlin
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Posted: 28th Jun 2012 02:21
Lol Decided to do a newer, up to date version of the Cheytac Intervention sniper rifle.



4,649 polygons. Done with a tiny 600 x 300 reference image

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!
Vent
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Posted: 28th Jun 2012 02:39




Some stuff I'm doing for a pack



defiler
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Posted: 1st Jul 2012 09:44 Edited at: 1st Jul 2012 09:45
Not sure if this would be considered modeling, but I am remaking the delorean time travel effects for something.

Instead of presenting static images, have a animated gif. Next step is finishing up the actual look and try this on an moving vehicle.



Current Project: The Underground: Awakening
Travis Gatlin
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Posted: 3rd Jul 2012 06:58 Edited at: 3rd Jul 2012 06:59
@Defiler That looks nice! Why didn't you just render it into a YouTube video?

And for me. I did a Schecter Hellraiser Solo 6 Guitar. Rendered with Blender's internal renderer. Worked on it for approx. 8 hours.



http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!

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defiler
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Posted: 5th Jul 2012 01:13
Because turning it into a gif was easier, once I apply it to a moving object will I turn it into a video file.

Not sure when I can work on it, still at my dads and I am getting bored.

Current Project: The Underground: Awakening
Design Runner
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Posted: 5th Jul 2012 06:10


anayar
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Posted: 5th Jul 2012 07:08
Looks great Tim, but what the hell is it lol?

Cheers,
Anayar


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Posted: 5th Jul 2012 17:58
Nobody knows

But seriously I was just given a concept and ran with it. No clue what it is.

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