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3 Dimensional Chat / Asteric's Models and Media

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Asteric
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Location: Geordie Land
Posted: 15th Mar 2010 18:02
Thanks! Does anyone have any c&c ? Come on, don't be scared

Dr Parsnips
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Location: London
Posted: 15th Mar 2010 18:59
Looking good jake, Just curious where would the cockpit be? I cant really figure it out lol!

I think this would look really good textured.

Asteric
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Posted: 15th Mar 2010 19:01
This is just the rear engine section of the ship. Been following a concept i found on the net.

Frap
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Posted: 15th Mar 2010 19:58
As this is a space ship and is not affected by aero dynamic drag I would be tempted to add lots of pipes and heat sinks on the outer sides especially as these are the engines, Chuck a few inspection panels around, and maybe have one or two missing just to make it a little more interesting or if your feeling really brave make a panel looks like it falling off and badly damaged.

Have you set a particular style yet?

[url/]http://www.3d-for-games.com/forum/index.php[url/]
Asteric
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Posted: 15th Mar 2010 20:02
Yea, thanks for the feedback Frap, i am busy adding in some smaller props, i will upload a picture soon of what i have planned.

Frap
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Posted: 15th Mar 2010 20:15
No problem mate, look forward to seeing an update.

[url/]http://www.3d-for-games.com/forum/index.php[url/]
Asteric
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Posted: 27th Mar 2010 18:50
Just a little something i have been working on, the wall texture is still very WIP.



Asteric
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Posted: 29th Mar 2010 19:25
A crate i was working on yesterday, very pleased with the results.



Asteric
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Posted: 29th Mar 2010 23:18
I know that it aint the most exciting thing you have seen, but some feedback would be much appreciated.

Shadowtroid
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Posted: 29th Mar 2010 23:23
I really like the box. Seriously. I think it's the best box I've ever seen for Sci-fi. Granted though, it is just a box.

Quik
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Location: Equestria!
Posted: 29th Mar 2010 23:30
it has been.. 5 hours? chill out asteric^^ looks well, and since it is, my guess, for a "next gen" game, the polycount is just fine, anyone with an objection is either an liar or very stupid^^ looking good asteric.


[Q]uik, Quiker than most
SJHooks
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Posted: 30th Mar 2010 01:14
How'd you get the Normal map to pop out so well, a bake?

Asteric
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Posted: 30th Mar 2010 01:20
Quote: "it has been.. 5 hours?"


Well, 2 days if you count my previous post, just thought i would give you guys a gentle nudge, otherwise if i get no feedback, then there would be little point of posting them up

Quik
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Posted: 30th Mar 2010 01:31
holy crap, u fooled me, i acually thought the things which i now see is normal mapped, where the actual model, holy! awesome! some texture variations perhaps? could be cool, very very nice bake otherwise! couldnt tell until i looked at the top of the image and noticed it was completly flat! i had to really look for it aswell, well done asteric!


[Q]uik, Quiker than most
Asteric
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Posted: 30th Mar 2010 19:09
Haha! I guess that i should have mentioned that in the post.

The normal map is from a HP bake, combined with a small normal pass for the paint and wear and tear created in photoshop.

Asteric
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Posted: 30th Mar 2010 22:00
Well, revamped the floor, tell me what you think.



Shadowtroid
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Posted: 30th Mar 2010 23:24
I like it. Again, some of the best sci-fi I've seen. But again...Just a floor and some boxes. AMAZING floor and boxes...Still just floor and boxes. Still very good though.

I'd like some more complex stuff...Something you can't accomplish with only a few fancy 3DSMax functions.

Asteric
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Posted: 30th Mar 2010 23:42
Yeah, i will be doing more complex stuff but because i plan to take these to FPSC, there is a small poly budget.

Shadowtroid
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Posted: 30th Mar 2010 23:43
True, true.

I do really like them though. I sure hope FPSC doesn't make them horrible like it tends to do.

Toasty Fresh
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Location: In my office, making poly-eating models.
Posted: 1st Apr 2010 02:36
I'm telling you man, it's very blue from here. I looked at it through two different monitors so it's not just my monitor.
Quik
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Posted: 1st Apr 2010 18:31
awesome models dude!

@ toasty: what!?


[Q]uik, Quiker than most
Asteric
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Posted: 2nd Apr 2010 04:07
Took a break from sci-fi.

1 hour speed model, aint much, but it was only an hour.



Oolite
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Posted: 2nd Apr 2010 04:12
Your cone looks really nice, but is that a seam I see?

Asteric
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Posted: 2nd Apr 2010 04:15
If you are referring to the weird highlighted bit near the right, it is infact a bad normal error, thanks for spotting it though!

Oolite
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Posted: 2nd Apr 2010 04:29 Edited at: 2nd Apr 2010 04:31
I meant this,

looks like a specular or normal issue as the diffuse seems to line up nicely.

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Asteric
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Location: Geordie Land
Posted: 2nd Apr 2010 12:42
Actually, it is the render, i was using an aniscropic environment shader, which for some reason goes overboard with reflections, however there is a direction map slot, but i have no idea what that does.

lazerus
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Posted: 2nd Apr 2010 13:03
I think hes talking about the diagonal seam which is barely visable. Sure you can notice it but at a glace in a hectic gaming enviroment, your not going to stop and look at a cone?

The area on the right is lighter than the left with a 1pixel seam in the white area.

Asteric
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Posted: 2nd Apr 2010 13:06
Quote: "I think hes talking about the diagonal seam which is barely visable. Sure you can notice it but at a glace in a hectic gaming enviroment, your not going to stop and look at a cone?

The area on the right is lighter than the left with a 1pixel seam in the white area."


Laz, thats what i am talking about too

Managed to fix it though, just added a grey texture in the direction map, and the 'seam' is a lot more clearer as a light reflection now.



Asteric
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Posted: 2nd Apr 2010 14:46
Almost done with this, it is dragging on further than i would like, still have a smoothing issue to sort, which i originally thought came from the normals, but it looks to be coming from the mesh itself.





Dr Parsnips
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Posted: 2nd Apr 2010 15:32
Looks awesome as usual jake! good work!

Asteric
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Posted: 2nd Apr 2010 15:39
Thanks very much man!

Asteric
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Posted: 3rd Apr 2010 21:11 Edited at: 3rd Apr 2010 21:14
Speed model 2, a railing, all made from 1 solid bit of geo, which means i can add in some cool weld pieces

Lowing the poly count as we speak.

EDIT, looks like i have been too speedy and have forgot to add in and upload an image.

EDIT2, here we go!



Black Profductions
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Location: Argentina
Posted: 3rd Apr 2010 21:40
Great model, now looking forward to see it textured

Quote: "looks like i have been too speedy and have forgot to add in and upload an image."

Dude, you made me laught, a lot lol

Asteric
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Posted: 3rd Apr 2010 22:10
Haha yeah, getting a bit too into it i guess, uv map is more or less done so i just have to bake it down, and then texture it.

Asteric
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Posted: 3rd Apr 2010 23:02
Ok, got the normals baked down, there are a few normals errors that i will just have to manually fix.



Asteric
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Posted: 4th Apr 2010 00:06
Started on the texture.



SJHooks
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Posted: 4th Apr 2010 00:16
Pretty good, but the grunge and rust on this texture is a bit overboard... perhaps its the normal map that gives off this effect...

Asteric
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Posted: 4th Apr 2010 00:19
Aye, by accident i used a depth of 10 for the paint, should only be around 5, silly me.

Asteric
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Posted: 4th Apr 2010 00:31
Here is a quick look at the scene i am doing, i am thinking a subway, i will block out the large details after i am happy with this.



Shadowtroid
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Posted: 4th Apr 2010 01:16
I like it Asteric.

Great work on the models.

Asteric
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Posted: 4th Apr 2010 01:55
Oh yeah, for some reason the real time shader in max maxes things so very saturated. I think i may port these to UDK.

Thanks for the comments.

Black Profductions
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Posted: 4th Apr 2010 04:18 Edited at: 4th Apr 2010 04:20
nice texture, the normal maps are a bit too strong, but they look ok, maybe you can make them softer, just a bit curious what are you suing to create the textures?
Just a bit offtopics with this one but, dont you get shadows glitches like these ones with your models?

Keep em up, you have real skills dude

Asteric
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Posted: 4th Apr 2010 04:24
For my textures i just use photoshop, but GIMP could probably do it to, believe it or not i am actually close to finishing that long awaited metal tutorial which may help you out. As for UDK you seem to understand how to import meshes ok, think that you could give me a hand, sadly not now as it is 2am so i am just chilling on my mac whilst watching the Blues Brothers.

Black Profductions
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Posted: 4th Apr 2010 04:30
Sure i can give you a hand, its really easy, do you have msn? add me:

I use photoshop for textures as well, so the tutorial will be helpfull

Asteric
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Posted: 4th Apr 2010 04:31
Thanks very much, i will add you now.

General Jackson
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Posted: 4th Apr 2010 05:18
Quote: "just a bit curious what are you suing to create the textures? "

He's suing!!!??
lol.

Great models asteric

Black Profductions
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Posted: 4th Apr 2010 06:03
Quote: "He's suing!!!??
lol."

Actually, the question was a bit stupid , i made it thinking if he used mudbox or 3d coat to paint the texture or a photo edito like photoshop, but at the same time i was asking if he is using the mouse or a digitalizer tablet
I know, a bit stupid and a messed up question

Asteric
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Posted: 4th Apr 2010 14:53
Yeah, for these models i just use good old photoshop for the diffuse and spec, with my mouse.

I get the base normals from the high poly bake in max, and then i pass the details through a filter in photshop and overlay it onto the base normals.

Asteric
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Posted: 4th Apr 2010 18:24
I have just released a Clay Wireframe tutorial which can be found HERE

Asteric
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Posted: 4th Apr 2010 19:16
A preview of a birds eye view shoot em up/puzzle game i am working on in UDK. Big thanks to 3D Buzz for their awesome tutorials that got me started with UDK, high recommend checking them out.



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