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

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B++
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Posted: 7th Oct 2012 22:00
A agent character WIP -

Now texturing.

Regards.


Your Signature Here;
AbdulAhad
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Posted: 20th Oct 2012 18:42 Edited at: 20th Oct 2012 18:43
I just made this ninja/samurai bot in Blender 3D.

Finally got into humanoid/organic modelling as well. Anybody have any tips regarding this subject? Any books?



Abdul Ahad

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Mazz426
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Posted: 21st Oct 2012 01:32
sup TGC! long time without a post, sorry about that, bad habits and what not. Just felt like checking in and dropping some images of what I've been working on for fun lately, hope all is well with you lot and look forward to trolling this forum for a little while having a look at all the new work I've missed.





anayar
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Posted: 26th Oct 2012 08:13 Edited at: 26th Oct 2012 08:14
Camo: Holy freakin S&*#... How, just tell me how?

And if not that, ateast tell me how you did that render ?

Cheers,
Anayar


For KeithC
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Posted: 28th Oct 2012 07:26 Edited at: 28th Oct 2012 07:27
Low Poly Floor


Low Poly Wall


For my fpsc game, but I wish I could find a suitable shader.

Current Project: The Underground: Awakening
Vent
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Posted: 1st Nov 2012 02:24 Edited at: 1st Nov 2012 02:30


Soviet Cosmonaut. Zombie-ish for Halloween. Probably won't get it done today though.

Edit: In hindsight, I could have made this earlier and put in the 3d compo.


Design Runner
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Posted: 14th Nov 2012 05:06








PP2000 highpoly model for a fpsc pack, approx. 200,000 polygons. To be baked eventually.

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Seppuku Arts
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Posted: 18th Nov 2012 10:18
Testing my ideal object workflow to create better media for Abeyance
Modelled in Silo3D

Then Textured mesh by mesh in 3D Coat

Loaded into Carrara 8 and then posed into a scene

And loaded ready for game


I've bought Silo3D, now just need to buy 3D Coat and Carrara 8 (got version 5, which doesn't have DirectX support, sadly) and I'll be sorted.

MrValentine
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Posted: 18th Nov 2012 15:33
Sepp... Love the simplicity... But where did those two walls come from lol... For some reason DREAMFALL came into mind...

Design Runner
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Posted: 18th Nov 2012 18:53 Edited at: 18th Nov 2012 18:53
Looks like a cool workflow sep, but why so much complexity? You could simplify that down to two, even 1 tool and save a lot of time. Blender can do all of that, wings 3d can model and UV map, then you would just have to make a texture in gimp or photoshop, and export the model as .x Why use 4 tools?

Anyways, I would really love some crits on my sculpting. This was a speed sculpt of a Vietnam era soldier in scupltris, and a quick per pixel painting in 3d coat.



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MrValentine
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Posted: 18th Nov 2012 19:20 Edited at: 18th Nov 2012 19:28
looks like toy soldiers Design Runner

EDIT

I already commented on AbdulAhad's work above but should probably do so here too, and I really like it! kind of has a pixel shader effect to it right?

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Posted: 18th Nov 2012 19:30
I can definitely see how that looks like plastic

But that gave me an amazing idea, I'm going to do a "plastic soldiers" pack for fpsc.

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MrValentine
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Posted: 18th Nov 2012 20:02
Quote: "I can definitely see how that looks like plastic

But that gave me an amazing idea, I'm going to do a "plastic soldiers" pack for fpsc."


I really get a warm feeling when I see that I have inspired another or given new ideas to existing work

Design Runner
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Posted: 18th Nov 2012 22:13
Quote: "warm feeling"


not that, please..

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MrValentine
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Posted: 18th Nov 2012 22:14
Come here give me a hug XD

Design Runner
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Posted: 21st Nov 2012 23:33


Anyways I have a question for you guys. Which of these two textures do you like more? The only difference is a small amount of paint on the one to the right, but it can make all the difference to realism. This is solely spec and diffuse, no normal.

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MrValentine
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Posted: 21st Nov 2012 23:56
I think that depends on where the object is being placed...

if Doom 3, yeah right side suits pretty well, if Die Hard 100 The Game, then the left one...

Ortu
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Posted: 22nd Nov 2012 00:44
Left seems both more neutrals and natural

Quik
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Posted: 22nd Nov 2012 00:50 Edited at: 22nd Nov 2012 00:51
left seems indeed more natural



Whose eyes are those eyes?
Poloflece
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Posted: 22nd Nov 2012 08:54 Edited at: 22nd Nov 2012 08:55
Some minecraft stuff.

This stuff was done for my friend (in real life), skypondcreations, who's an animator on youtube (he's worked with mlghwnt, who you will have heard of if you're into minecraft animation).
http://www.youtube.com/user/Skypondcreations

@Design runner
I'd also go with the left, however if you added even more paint to the one on the right (to make red the dominant color) then it might be suitable.


Poloflece

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Posted: 22nd Nov 2012 18:09
Really cool minecraft stuff polo. That study room is ace, nicely done. Thanks for the opinions guys, I'm going to go with the one to the left. Anyone know any good wood texturing tutorials?

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Seppuku Arts
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Posted: 24th Nov 2012 22:47 Edited at: 24th Nov 2012 22:54
Quote: "Looks like a cool workflow sep, but why so much complexity? You could simplify that down to two, even 1 tool and save a lot of time. Blender can do all of that, wings 3d can model and UV map, then you would just have to make a texture in gimp or photoshop, and export the model as .x Why use 4 tools? "


I dislike Blender. In fact, I could model, UV map, texture, rig, animate and render all inside of Carrara 8 Pro, but this is down to preference and the features of each tool. Silo3D's model tools are more ergonomic and I'd say its modeller has better tools. Plus, it's a joy to use. Then 3D Coat, not only does it have better 3D paint and texturing tools, its UV mapping tools are pretty damn good, unmatched by any affordable UV mappers I've tried. 3D coat is like a cheaper ZBrush alternative.

Then Carrara? It can export to .x for a start. But it is a 3D rendering package too. It has decent rigging and animation tools as well. But Silo3D and 3D Coat do what they do better than Carrara IMO.

Believe it or not, it's actually a quick process, it doesn't take much to export and import a file. Using the .obj format is extremely friendly between 3D formats and you really needn't do any tweaking. The time saved in using tools like Silo and 3D Coat speed up the process because their tools make the modelling/UV mapping/texturing process than most other applications.

I wouldn't say it's unusual for folks to use multiple applications to get an asset workflow they're comfortable with. I was just picking something I can afford and prefer using. My ideal toolset is a lot more expensive - it's pretty much the same except 3DCoat is replaced with ZBrush and Carrara is replaced with the more expensive version of Cinema 4D.

Cheers.

Design Runner
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Posted: 25th Nov 2012 23:43 Edited at: 25th Nov 2012 23:43
Quote: " but this is down to preference and the features of each tool"

I can understand you there, I like the way some tools do certain things better than others.



A metal "shanty shack" I am working on. Hopefully going to be overhauled, and plenty more made to be turned into an environment/asset pack.

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MrValentine
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Posted: 25th Nov 2012 23:48
Design Runner - that reminded me of FarCry 2 ^^

http://www.metacafe.com/watch/1633825/far_cry_2_oyunu/

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Posted: 25th Nov 2012 23:58
Quote: "that reminded me of FarCry 2 ^"

It was very inspired by far cry 2, had it in the back of my head the entire time I was making it. I might actually try and find how they created their shacks and use a similar technique. This is currently too high poly, and I am struggling to get a lower polygon version working.

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MrValentine
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Posted: 26th Nov 2012 00:00


Did I win a prize?



Keep at it! Be Diligent!

Design Runner
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Posted: 27th Nov 2012 22:17 Edited at: 27th Nov 2012 22:17
Quote: "Did I win a prize?"

You can pick an entity out of the pack when I finish for free. Seriously

Quote: "Keep at it! Be Diligent!"

So far so good, I think I got my materials down pretty well now and found a decent technique for making metal sheets. I have an idea for buildings as well which I'll be testing soon.



Crits would be appreciated as always, I'm going to release a brief tutorial on how I created these materials if I can. I should also note that the two sheets seen in the picture are cube primitives scaled to be similar to a plane. Shown is a normal, diffuse, and spec combo.

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Poloflece
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Posted: 28th Nov 2012 13:16
Hey did you make the normals in photoshop, make a custom obj brush or use an existing brush? (it of course might be something else). Because I'm curious as to whether or not you can paint straight lines in 3d coat.

Poloflece

Ps. I really need to make a new free pack. Ideas anyone?

bobochobo
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Posted: 28th Nov 2012 15:58
Quote: "Hey did you make the normals in photoshop, make a custom obj brush or use an existing brush? (it of course might be something else). Because I'm curious as to whether or not you can paint straight lines in 3d coat"


Correct me if I'm wrong, but wouldn't it be easier just to bake them?

All browsers should come with compulsory spell checks.

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Posted: 28th Nov 2012 21:11
Quote: "Correct me if I'm wrong, but wouldn't it be easier just to bake them?"


That's exactly what I did

I could have probably done it with some clever gradient overlays in photoshop/gimp (I use gimp most of the time). I suppose you could achieve a straight line in 3d coat using a complicated mask system, but it wouldn't be worth it IMO. Either way, baking is a simpler option. I'm going to redo the diffuses and specs though to get a better read, some crits from other sources have given me some good insight to changes I need to make.

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Willow
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Posted: 6th Dec 2012 20:52
I have been practicing texture work.







unfamillia
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Posted: 6th Dec 2012 21:11
Really good work on the diffuse maps. I feel as though the normal maps have been over done somewhat.

I have found that less is more with normal maps. Otherwise, you end up with the weird shiney, bumpy bobble effect that doesn't look realistic.

I really like the design though Willow. You have done a great job there.

Unfamillia

Willow
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Posted: 6th Dec 2012 22:49
For what I am going to use it for, the shiny, bumpy look was what I wanted.

Ortu
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Posted: 7th Dec 2012 05:41
Quote: "I have found that less is more with normal maps. Otherwise, you end up with the weird shiney, bumpy bobble effect that doesn't look realistic. "


True, but I've found that it is the spec maps that really sell a material for realism

Poloflece
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Posted: 7th Dec 2012 10:07
Quote: "
True, but I've found that it is the spec maps that really sell a material for realism

"


Unfortnuatley, fpsc isn't marvelous with specular maps, I'm still yet to find a shader that uses them (at least on dynamic objects).

unfamillia
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Posted: 7th Dec 2012 14:00
@Ortu

You are correct in what you say. Without a good spec map, an image will fall flat.

A spec map is great for adding random bits of dirt to a clean texture. After following Bonds tut, i now use my spec maps on floor segments to create the feel of foot prints etc. Amazing results and really adds to the realism.

But, used in the wrong hands, spec maps and normal maps can create some ugly images. These people tend to fall into the Uncanny Valley.

Unfamillia

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Posted: 8th Dec 2012 04:37
Today I present you, a rock!!!
I did this as a practice for sculpting, texturing, poly painting, and I'm going to use it to get myself used to making fpsc content again. Crits are appreciated as always.



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Poloflece
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Posted: 8th Dec 2012 06:28
Very nice for a handpaint! Personally I like doing a hand painted base layer then using the material brush to paint a photo texture over the top, in order to get detail that handpainting can't (crevases etc)(on the image below I've pretty much just painted a material on).


Some models (rendered in UDK), still need to put smoothing groups on for Carnage Productions' "Hero's Legnend"

And a concept soldier model for the game (incredibly WIP)


Poloflece

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Posted: 8th Dec 2012 17:40
I know exactly what you are saying, I always paint the base texture layer, then the depth and spec layers on top after. Unfortunately my computer cannot run sculptris with shaders, so I can't paint normal maps in it. And I am still running the trial for 3d coat (its been over a year now) so I can't do much with that either.

That environment looks freakin awesome. You guys are working on a medieval game now? And in UDK? That shows a lot of promise. My two crits would have to be the pretty obvious tiling on the wall, and the brick size change between the towers and the main parts of the wall. You can cover the tiling up pretty easily with moss and vines on the wall, but you might need to retexture the main wall parts because it is giving me some uncanny valley. Still looks ace, I'm impressed. I love the rocks.

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greenlig
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Posted: 11th Dec 2012 11:16 Edited at: 11th Dec 2012 11:17
Been aaaages since I've posted here!! Here's a little piece that I'm doing for work at the moment. Blender/PS.



Greenlig

ZacDuff.com

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Disturbing 13
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Posted: 13th Dec 2012 21:52 Edited at: 13th Dec 2012 22:12
My biggest piece of work this year was model pack 66

But I'm now working on a free to the community model for Aegul's Mod (if he ever contacts me)i was going for a cross between Indiana Jones and Laura Croft. I call her Jane Colorado. Still wip. Getting texture and uv mapping done. It will be rigged and animated with a climbing animation by Bugsy when she's done.


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Design Runner
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Posted: 16th Dec 2012 03:22
Greenlig, that is absolutely amazing. Great style and model. Just one thing, it has no eyes!

Disturbing, character is looking good. As for the pack, you did a fine job. Personally I would have turned down the noise/grainy feel, but thats just me imo. Fantastic job on that. Takes a lot of work to complete a series of models like that.

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L3mmy
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Posted: 16th Dec 2012 11:35
Well most of you might have already seen in my thread..But i'm working on a large open world map. Coming together slowly..But I'm running low on ideas..and good quality building textures




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Posted: 16th Dec 2012 22:46 Edited at: 16th Dec 2012 22:47
L3mmy, your sketchup skills are nothing short of amazing. About your building shortage, you can never have enough generic red brick apartment complexes

Doing some high polygon gun modelling, hoping to take this to full completion with low poly, animations, and in fpsc.



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L3mmy
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Posted: 17th Dec 2012 00:28
Guns looking well ..and I think if I filled the map with red highrises it might look a little odd haha

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Posted: 17th Dec 2012 01:52 Edited at: 17th Dec 2012 01:54
Quote: " I think if I filled the map with red highrises it might look a little odd haha"


True There are always office buildings, hospitals, shops, malls, parking garages, sports arenas, and parks.

I made a lot of progress in the last few hours.









Images are big I know, but I'm figuring since this is a thread for renders, you will want to see big pictures to see the details. If anyone has an issue with it, I will put in smaller ones. Would love crits. I'm prone to leaving out key features to weapons, such as the trigger (remembered it this time) so if you see something missing let me know. Still debating on weather or not to model in the smaller screws and bolts as floating geo. Input there would be appreciated, and as always so is C&C.

EDIT: forgot to say the poly count. It sits at approx. 110,000 polygons currently at 2x smooth. So I still have plenty of room to add more.

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Poloflece
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Posted: 30th Dec 2012 14:09
A proposed (and currently working) workflow system that I'm doing with Carnage Productions for Rising Arms, made in unity

Basic level design by Noah Meadows (rendered in unity):


WIP remastering by Supreme Fleet Admiral Poloflece (rendered in Cinema 4d):


I have made shrubbery for the map but cinema 4d has failed me so far in getting them to light properly (something to do with the alpha maps not casting shadows I assume). Once it's in unity the rubble will integrate into the terrain much better than here (even though it's barely visible from this angle).

Poloflece

anayar
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Posted: 31st Dec 2012 02:45
Working on a freebie Humvee. Soon to be completed and released
Prelim base texture, id say about 75% done. Everything is handpainted but the wheels.

Crits and comments are appreciated!




Cheers,
Anayar


For KeithC
MrValentine
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Posted: 31st Dec 2012 03:02
Anayar... very nice low poly model... will you do one without the gun mount?

Are the wheels ready for rigging?

I might use it

Thanks in advance and A Happy New Year to all

LiquidIceXXX
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Posted: 13th Jan 2013 03:11
Do you do free modeling and animating? Please let me know

Vaginer...'nuff said

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