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3d Art Gallery; The Geometry Community
Topic Started: Mar 3 2005, 04:04 AM (17,981 Views)
jcpaid4me
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Tilymur Lyf Fesuf
here are my latest... since they dont want it in the comp and i just discovered this thread... here we go

vector and raster
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DifferentName
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Brackenwood Middleweight
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bardaux
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bär-dō
You should redo that pic of the roboarmy, only make the background dark so it looks e-e-evil.
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mr.nurbs
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Nice job Different....By the looks of those building it would appear that you've doing some Hardcore Swift 3d reading!!!!!Keep up the good work....And yes make the background more dark to make the sense of evil more.......EVIL!
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crumb
Rufum Ru Sudily!
wow! thats cool. 3d does get confusing, i don't want to mangle with the unknown ;)
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Brackenoob
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Half-Asian Invasion
Aww 3d stuff is great guys! Keep up the hard work, differentname them robots are cool, the only thing i could suggest is that the chest plate of the robots could be better but its still brilliant!!
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Mikko
Brackenwood Member
Well I've worked a lot in swift for awhile and I have some things lying around most of em are speed models done for www.swiftdev.com

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the lizard swimming
Lizard walking
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jcpaid4me
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Tilymur Lyf Fesuf
awesome!!!

but am i being totally ignored here?

Quote:
 
here are my latest... since they dont want it in the comp and i just discovered this thread... here we go

vector and raster
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mr.nurbs
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Your not being ignored that looks friggin lovely! What are you going to dice up?

Here's something that i'm working on ATM that is surely going to raise some eyebrows on newgrounds when i finish Episode 2 of Boy Damaged....I've put the doors and windows in since this last incarnation (thanks Dave)
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jcpaid4me
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Tilymur Lyf Fesuf
HOLY CRAP thats AWESOME!!! :lol:


:unsure: I know that i'm not in any position to criticize... but perhaps you should change the angle of the text a little more to match that of the wall, and maybe also you could decrease the depth of the text and make it a little easier to read if you catch my drift...

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Deboche
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Brackenwood Heavyweight
That's pretty cool, you guys are true 3d masters

I tried to make some 3d some time ago for my flash but a virus took most of my files. Luckily I salvaged a knight model. The actual flash files were lost so I didn't finish it

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the legs are two short and thin and the face looks pretty stupid...

Now, I was trying to make a 3d Bert(Bert and Ernie) but I can't do the hair or the eyebrow. Anyone got any tips?

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the hair there is a symple extrusion and the eyebrow is a cylinder and two spheres welded in swift 3d
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Addz
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Dawn of Silence
well, I have used 3d max is it's very good to use and the best part of it. you can convert it into vectors but using swift 3d. this gives me the ability to make 3d environments in flash.. i have plans to use 3d max for a complex scene for DoS but i need to learn swift 3d more before producing that scene.

Nicely modelled mr.nurbs and to other people.
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Zugz
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Brackenwood Newbie
This is a dragon head i modeled in 3ds max 6 using polys. sorry that the image is low res, i had to keep it around 10 kb in size
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mystical-mongoose
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Eggy Toast
Pretty nice Zugs. You tried animating it? :huh:
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Zugz
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Brackenwood Newbie
i am not even gonna touch this with an animation. I dont even know where to begin when riggin a character let alone a face. I will probably try animating a walk cycle with some sort of biped... but that wont be for a while. I am trying to advance my skills in 2d animation first.
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humbleego
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Adam's Illegitimate Son
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Well, I'm finally taking my Senior Project II class in which I'm doing "Prickles and Goo" (some remember). Here's a link to related material. Anyways, I've been modeling Goo this week and figured I'd post some progress.
The Back
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Messing around with lighting a bit.
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Colesif
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Generally Uninterested.
that is looking really good humbledave, is that done in maya?

edit-nvm that question i did some research and its Discreet 3DS Max
i also realized i asked that question before :huh:

*twiddles his thumbs*
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mr.nurbs
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Nice one there Humble........Do you start off with a box primitive? How many Iterations? Can you explain? huh? huh? HUH? :wbitey:
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humbleego
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Adam's Illegitimate Son
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For Dave, starting from a box = bad. ;)

The head started with an single polygon and was extruded in rings countles times to create the shape. The Torso was two spheres with their top and bottom polys lopped over and then merged the two sections. Then I used a combination of classic vert pushing with Max 7's new poly sculpt tools (Maya has had them for years and I'm so glad discreet bought a clue and added them).

Then a mesh smooth modifier on top. Here's a screen cap of the los res:

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[edit] Oh, and I think I used 2 iterations. Anything over 3 iterations is just masterbation...
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elephant
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the brackenwood piglet
HOLY cow, Dave! WHen I grow up, I want to be just like you.
Damn that's amazing.
Please let us see the animation, when it's ready, mkay? :P
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Yembles
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I kick global arse!
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humbleego
Apr 23 2005, 04:42 AM
Anything over 3 iterations is just masterbation...

If this forum wasn't rated PG then I would definitely sig that. :D

BTW, would you mind getting a screenie of the material specs for her skin? In the first two pictures it looks like she's covered in Peach skin. Kind of furry with flowing pastel shades of orange and peach.

I'd love to see how exactly it was achieved.
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humbleego
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Adam's Illegitimate Son
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Yembles
Apr 26 2005, 02:19 PM
If this forum wasn't rated PG then I would definitely sig that. :D

Well, I thought it described my opinion well but perhaps it was a little vulgar. ;)

Yembliss
 
BTW, would you mind getting a screenie of the material specs for her skin? In the first two pictures it looks like she's covered in Peach skin. Kind of furry with flowing pastel shades of orange and peach. I'd love to see how exactly it was achieved.


The secret to those first too shots is mainly the lighting.

The material is a Raytraced, with a fall off for the Diffuse. I use a darker redder orange for the outside and a lighter yellowish orange for the inside. It gives materials a little more life (I think), especiall when doing skin. Then I had a Stucco or some other procedural (can't remember and I'm rendering at the moment) for the bump at around 15-20. That is what may have given the "fuzzy" appearance of a peach. Then I had a very subtle Fall off for the reflection, using black and extremely dark grey. That pretty much it.

What I think really makes it happen is using a Skylight with shadows turned on. It's a bitch-long render (those images wher like 20 minutes a piece @ 640x480), but to me it almost gives it a photographic quality. The only catch to the skylight is that it doesn't render speculars.

So, in the third image, I turned off the shadows in the skylight(that's the render time killer) and added a directional light with a 1024 shadow blurred out the ass. That's why in that render you see that shiny highlights of the material. All three images are the same material with different lighting set ups.

It should also be noted that this is just a half-ass material I whipped up for the time being. The final texture will be scaley and shiney with some color diversity. I'll be trying to make her look similar to a gold fish.

Here's a update WIP, with a basic texture, no frills:
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Yembles
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I kick global arse!
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Yeah, I was going to comment on the specular highlights in the third pic. I much prefer the two without, though if she's going to be modelled off a goldfish you don't really want her to look too furry. :lol:

Keep us updated. I'm DYING to see her animated. :)
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humbleego
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Adam's Illegitimate Son
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Yembles
Apr 26 2005, 04:07 PM
Keep us updated. I'm DYING to see her animated. :)

Now worries, you can bet I'll be a total publicity whore with this (as with anything I do ;) ).

BTW, tonight I attended an awesome Lecture by Ben Mathis (of Mythic Entertainment) on texturing for gaming. Even though I've yet to venture into the low-poly realm it was loaded with great stuff. Amoung other great tid bits, he turned us on to some awesome free plug-ins for unwrapping UVs in Max:

uvHelp - This was the jewel of the night. This plug-in has a relax feature which, unlike Max's UV relax, relaxes it to the actually 3d model. The result is beautifully even pixel density with a click of a button. If you're planning on doing any texturing by unwrapping UVs, this is a must have. This is essentially Deep UV without paying an arm and a leg to own it.

Unwrap Tools from Chuggnut.com - Another beauty. This adds a set of tools to the UVW Unwrap interface. Some real time savers here.

Polycount Forums - This is the main forum he frequents. This forum is mostly geared to game modeling/texturing. Good stuff.
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MiG
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Ridius Re Maetuf
WoW!
Really awesome, Dave!

Just curious... I know you have a machine built to handle all (or most) of the software you use to sculpt with but d'ya think a 2400+ Sempron, 1gig RAM and 256 vram wud be enough to get into 3-D with?
At some point I'd like to dabble in that medium but p'raps by the time I can afford the software I'll be able to afford a hardware upgrade too.

Sorry to butt in like that but I find your work very inspiring and it makes me daydream into the future.

Anyway, I remember when you first unveiled Goo for us in the Sketch thread and it's really great to see where you've gone with her. Lookin' forward to more!

MiG
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