View Full Version : Mini Challenge #13 - Gateway To The Afterlife
blankslatejoe
05-24-2008, 08:50 PM
-
-
-
-
-
http://30lives.com/gaorg/minicomp13a.jpg
Theme: GATEWAY TO THE AFTERLIFE
This minicomp might be wildly popular or it might be a ghost comp. To test the waters for environment mini-contests here on GA, let's try an environment contest focusing on a single aspect of an environment--a single set-piece.
The objective is simple: Build a door/gateway/portal/passage/wormhole to the AFTERLIFE.
Will that gateway lead to a fiery hell, a la Doom? Will it be pearly clouds? Will it be an alien world? Will it be made of iron, wood, or stone? Or, perhaps is it a futuristic portal? That's up to you—the important thing is the gateway itself.
THE SPECS
-7,000 Tris
-1x2048x2048 total Diffuse mapsize. Likewise, you can have normal, specular, glow, alpha, and any "support map" (non-diffuse) you need, also with the 2048x2048 total map size limit.
Otherwise, anything goes! These minicomps are meant to be fun, quick, goofy, and just quick ways to spend an afternoon or two. Actually..this one might take more than an afternoon or two.
Please post all work-in-progress shots and questions in this thread!
THE SUBMISSION:
-Submissions open once the voting for Minicomp 12 is over--that is, you can't submit till Wednesday!
-Your final submission should be in the form of a SINGLE image. This image should include a wireframe, flat textures, a final render, and anything else you wish to show us! (high res sculpts, close ups, etc.) Please label the high res models, if you decide to show it.
-When you have completed your submission, use the following link to submit it:
http://www.gameartisans.org/contests/mini/character.html -- Remember to hit upload before you hit submit!
THE DEADLINE: So, this is a little new for this contest too. We're trying something called a 'soft deadline.' See the next post for information about this.
Voting will begin Sunday, June 15th 2008, at midnight!
GOODLUCK!
blankslatejoe
05-24-2008, 08:51 PM
FAQ:
----
Here's some questions that might come up:
GATEWAY TO THE AFTERLIFE FAQ:
Can you build an entire environment to fit around the gateway or to show the realm “through it”?
Yes. You can, but whatever you build, you are limited to the budgets listed below--so plan carefully! The budget is for everything you build collected, as one total.
Can I split that texture map into smaller maps?
In past comps I said no to this. But this time I'm saying YES. You can certainly split the map into smaller maps. All of the maps together must add up (or be less than) 2048x2048. This means you could have four 1024 maps if you wished. Or sixteen 512 maps!
Can those smaller maps be non-square sizes?
YES, but they still must be powers of two. For example, A good strategy might be to divide the map up into four strips 512x2048. This allows for tiling in one direction, and fitting a lot of different elements the other direction.
DO I have to use tiling textures or build modularly or all that stuff?
Absolutely not--the specs are designed so you could build just the prop, a gateway, if you want, or get a little crazy and make it more elaborate
Do I have to have the door open, or closed?
No, it can be whichever you want. You can show the world 'past' the gate, or not.
What are the lighting limits?
For lighting, you are not limited to a standard 3-point lighting scheme--lighting can be a REALLY big factor in how the 'mood' of an environment set piece can look. You can use more than three lights, but you are limited to simple spots/omnis/directional lights. No GI/Radiosity/Bouncedlight or the uber lighting solutions like Brazil or final gather.
However, that said, it isn't unheard of to 'bake' complex lighting solutions down into the diffuse map. So if you really want complex lighting, you'll have to go that route.
Can I use a second UV channel?
Yes.
MINICOMPS FAQ:
What is a 'Soft Deadline'? A soft deadline means that there's no fixed deadline. I will enable community voting at the 'Soft Deadline' time, but I will not close the contest to submissions. That means if you're running late with you're entry, you can still submit, but you might not get as many votes (or...well...any, if ts TOO late). It's at your advantage to submit your entry as close to the 'Soft Deadline' as possible.
Why can't I submit? I'm getting an error!
Try these two things:
-Log out and log back in with the 'remember me' function toggled on.
-Double check to make sure you hit the 'upload' button before you hit submit! That accounts for most errors.
-If you still have trouble, send me a PM. I'm here to help.
C Wong
05-24-2008, 09:03 PM
This looks a bit tough.... Haven't got a clue how to go about this. Does anyone know a tutorial or anything? Like one to get me started in tiling stuff, or do you just apply map to piece and build it up that way... Am I making any sense?
C Wong
05-24-2008, 09:07 PM
Also, whats with this soft deadline all of a sudden? Sorry Joe but not too sure about that one.
blankslatejoe
05-24-2008, 09:11 PM
Yp, perfect sense.
Ben/Poop has a lot of great tutorials over at www.poopinmymouth.com (yes, that's the real link). Also, you dont HAVE to use tiling if you don't want. That's just for anyone who wants to tinker with getting a lot out of their maps.
As for tiling, it's actually really easy--just stretch/plot your uvs past the 1-1 box and it should tile :)
blankslatejoe
05-24-2008, 09:12 PM
the soft deadline is the result of some issues with the last comps deadline. If it's not something people like, we can go back to a firm deadline next time, or try and fix the submission system to allow for a better 'cut off' process.
stormrunner
05-24-2008, 09:22 PM
ok so i'm going to give this ago it is meant to be a challenge and this WILL BE for me the most i have done before is good old Max prefab tree's :eek:
C Wong
05-24-2008, 09:22 PM
Cheers Joe. You have been more than helpful.
As for the softdead line thing, I'll leave it in your capable hands. How about a poll in another thread like you suggested? Don't want this to carry on in this thread.
Joe can I make a Door and have it open? .... hhahaha lols
Anyway going on Poops webby, have no idea what an environment can look like with such requirements... anyone got any links to simular specced envo comp?
uff....environment....im in, but this is a hard challange. ^^
blankslatejoe
05-24-2008, 10:06 PM
ok fellas, I took out the intro text--I think it might have been making things seem a bit more daunting than it is.
At it's heart, this contest is simply a build-a-setpiece contest, which is much easier than character stuff. You can, if you wish, extend the scene out to include more of the environment (which is where things get more complicated), but you don't have to.
cold--ill look around to see if I can find any similar comps, or at least some images.
noritsune
05-24-2008, 10:24 PM
environments, yesss
I will make my inaugrual entry! that is, if I can tear myself away from Starcraft long enough.
dudidam
05-24-2008, 10:43 PM
tough one... and the specs are pretty high for "meant to be fun, quick, goofy, and just quick ways to spend an afternoon or two" :D with that specs, a scene sure still fit.
and for final render, do we still use standard lighting (3 point lights)? since i haven't it out that the environment are gonna be boring or not with standard lighting.
guess some references could help. still confusing...
funkdelic
05-24-2008, 11:05 PM
I really liked this theme! sounds new, shall give that a try...
btw, references would be good
thx again joe
Cunipshun
05-24-2008, 11:55 PM
here's my idea:
When you die u end up in a cell and they hand you a type of weapon and refer to you as a "subject" and this weapon shoots types of holes that you can travel through to get to places from these holes and u have to get certain levels/floors of the after life and then you win a giant cake lol jkjk im not doing this because Portal already did
but right now i have the perfect idea that is not this
blankslatejoe
05-25-2008, 12:11 AM
ok fellas, for those interested in some reference, here's a few images, pulled these from random places in the web.
http://www.new-dream.de/image/wallpaper/film/stargate/stargate-sg1-06.jpg
http://images.epilogue.net/users/vacher/The_Gate.jpg
http://pixels.xoditech.com/Oblivion3.jpg
http://www.play-girlz.com/wp-content/uploads/2007/01/the-burning-crusade-login.jpg
http://murlocdumplings.com/wp-content/uploads/2006/12/thedarkportalthumb.jpg
http://vnmedia.ign.com/vanguardvault.ign.com/fms/images/playerscreenshots/130/1190232638_fullres.jpg
http://www.autodestruct.com/images/quake4_door1.jpg
http://www.autodestruct.com/images/quake4_door3.jpg
http://www.autodestruct.com/images/quake4_door4.jpg
http://www.cityofheroes.com/images/Portal.jpg
http://www.freakygaming.com/gallery/action_games/doom_3/portal_to_hell_opening.jpg
blankslatejoe
05-25-2008, 12:20 AM
for the questions:
For lighting--lighting can be a REALLY big factor in how the 'mood' of an environment set piece can look. It may make sense to use more than three lights, but you are limited to simple spots/omnis/directional lights.
No GI/Radiosity/Bouncedlight or the uber lighting solutions like Brazil or final gather.
However, that said, it isn't unheard of to 'bake' complex lighting solutions down into the diffuse map. So if you really want complex lighting, you'll have to go that route.
YdoUwant2know
05-25-2008, 01:10 AM
Sweet... environmental comp. Thanks Joe!!!
Still 7000 tri and a 2048 map? Thats almost Dom War... I think the 8th might be pushing it a bit. This seems more like a one month or even 6 week main comp. Just my two cents. Even so, I just know I will be losing sleep over this. Just sounds like too much fun to pass up. :D
blankslatejoe
05-25-2008, 01:16 AM
hm...you may be right..it's pretty high up..you don't have to go that high though. I'm not sure I want to push it into a longer come range--maybe a week or so max....
would june 15th (or whatever that nearest saturday is) make people more comfortable, or should I trim 2k off the limits?
dudidam
05-25-2008, 01:25 AM
i second june 15th!
thx for the references, joe. get me more exciting. i hope i can learn something about AO map this time... :D
YdoUwant2know
05-25-2008, 01:36 AM
Personally I know a bit more time it would make things a bit easier for me, then again... I am a bit of a horrific procrastinator. :paper:
Still, I think we may be have a few more people interested with a slightly longer time frame. More than anything, if the goal is a single prop, I'm not sure we need 7000 tri. Admittedly, I don't do a lot of environment or prop work, so I'm not sure what "next gen" games use, but look at it this way, we went from 650 tri on average for a mini comp to 1500 then 3000 and now to 7000.
I know that that number is the max not what we have to use that, but it is a bit daunting for a mini comp. I guess I just think it may scare people away.
I don't know how others feel, I could be in the minority on this one. So maybe it is a moot point. That said, I for one will definitively be participating no matter what the specs. Just giving my honest opinion even if it comes back to bite me in the butt.
TryForce
05-25-2008, 01:41 AM
<3 joe
123456
EricElwell
05-25-2008, 01:42 AM
no 2d? :(
Vincent
05-25-2008, 04:54 AM
I'm in! Since i missed the last mini comp! I'll try to do something inspired by the dead tree in Pan's Labyrinth, but with some other stuffs, it'll be some kind of tree who came out from the ground in the middle of a "ancient temple", if you guys see what i mean.... :think:
Sketches soon !
TryForce
05-25-2008, 05:32 AM
Been sitting and was thinking of such concepts yet. First one is my Favorite an first one:
http://s84.photobucket.com/albums/k35/TryForceX/Drawing/th_2-2.jpg (http://i84.photobucket.com/albums/k35/TryForceX/Drawing/2-2.jpg)
http://s84.photobucket.com/albums/k35/TryForceX/Drawing/th_1-1.jpg (http://i84.photobucket.com/albums/k35/TryForceX/Drawing/1-1.jpg)
http://s84.photobucket.com/albums/k35/TryForceX/Drawing/th_3-1.jpg (http://i84.photobucket.com/albums/k35/TryForceX/Drawing/3-1.jpg)
Yes this is in my opinon a Gateway to Afterlife. Dead people are more near afterlife then those who live.
*sorry for bad paper quality
I think the specs are perfect; you don't have to use what you don't need. I'm gonna need every one of those 7000 tris for mine...
happykid
05-25-2008, 08:22 AM
Environments? that will be a definite first for me though, and 7000 tris seems a bit tough for a noob like me. Any refs from the vets here?
But still willing to give it a shot, why not right?
Razorb
05-25-2008, 08:48 AM
yea ive got an aaaaaaace idea! i might join in.. dunno yet tho :) got other work to do too !
YdoUwant2know: i think that will also be used or a little enviro section too ? the tri's that is!
Kwakkie
05-25-2008, 09:03 AM
Joining!!!
Though I think this contest would be better suited as a normal contest, instead of a 'mini' contest. I doubt Ill finish it in time with this deadline.
blankslatejoe
05-25-2008, 09:28 AM
ydoyouwantoknow - yeha, I totally agree about 7000 being way high for a single prop--my reasoning was that the specs allow for those who want to go crazy with the surroundings to have the polies to do it. If I enter, my gateway will probably be under 3k, and the surrounding area will fill up the polycount.
If you think about it, even in a modern lowish poly game that's only 'two characters', for a set piece (and surrounding area) that could potentially fill up 75-100% of the screen space.
GarrettMinley
05-25-2008, 10:55 AM
Woot! I'm in!
I always draw environments but I've never modeled one in 3D so this will be a fun challenge :eek: :lol:
TryForce - I like your first one to
GOOD LUCK EVERYONE! :D
Oh and thanks for the refs Joe :approve:
lol at oblivian gate:p yeah i get the picture, il try to handpaint some portal with maybe floor and back wall, no idea what yet exactly, should be fun!!!:D
a nice challenge, but I dont know how I'd get upto 7k. I modelled a scene and have only just topped 2k. Guess I wont be using the full poly limit :P
noob question , do we post wip things here? :think:
NiGHTS2o06
05-25-2008, 11:20 AM
Im in.
Got a cool idea that should look nice if I can get the implementation spot on. Gonna start working on concepts now and post them later.
Eclipse
05-25-2008, 12:32 PM
I'm moving in the next few days to start a new job, I am don't know if I can join in, but I'm going to try, should be an interesting one. Hopefully it won't be a total ghost town, haha.
YdoUwant2know
05-25-2008, 12:41 PM
When you put it that way, the tri count makes a lot more sense. Thought pushing the soft deadline to the 15th would still be great.:D
(Sorry I'm being such a pain :()
Well time to get to work. Hope to have a concept up in the next few days I already have a few ideas, unfortunately today I have some level work I have to get done.
...noob question , do we post wip things here? :think:
Yes all wip's should be posted in this thread.
DivideandRender
05-25-2008, 12:44 PM
I like the idea. gonna give it a try.
funkdelic
05-25-2008, 01:37 PM
hahah cool references joe! the oblivion gate really gave me ideas!!
DivideandRender
05-25-2008, 02:06 PM
Gateway to the afterlife for a goldfish would be an easy one. heh. Fluuuuuush.
ShadyD
05-25-2008, 02:26 PM
Hahaha, DivideandRender. That's a good idea =P.
I've got an excellent idea. I've got to master Zbrush3 first though.. Anyone got any good tuts or something?
I had an idea and did a paint over of it, not sure if I'll texture it this way..
http://i3.photobucket.com/albums/y67/michaeladgar/gatewaypaintover.jpg
DivideandRender
05-25-2008, 02:55 PM
I think pixologics home page has a series of tutorials.
ShadyD
05-25-2008, 03:36 PM
nvm, found a really good video tutorial set.
Nice topic. Lol, I had idea about well of souls, not the original one, but more like passage to the afterlife through well where all the dead have to travel to.. But.. 3500 tris, I only got the ground and well area blocked out with minimum amount I can think of. And there should be like 3 VERY huge stairwells... Next idea! :D
ok, i have a very sick idea *g*
here is my first WIP:
http://xxmurphyxx.xx.funpic.de/media/gallery/Realtime/characterdesign/Mini%20%20Gateway%20to%20the%20Afterlife/01.png
C Wong
05-25-2008, 05:48 PM
I'm in. Have an idea brewing, but whens the actual deadline? Is it the 15th? The proper one I mean. Not the soft one.
Nice Styx. Liking how your twisted mind is thinking.
Thanks for the ref images Joe. Cleared things up completely.
Shadownami92
05-25-2008, 06:26 PM
I think I might join in on this one if I get the time to with graduation and finals,
I think I might go with a Tori Gate sort of idea
butt_sahib
05-25-2008, 07:44 PM
I know everyone is like "too hard" and stuff like that, but hey! its for envo guys whove been wanting a envo comp since ages :D (remember being bugged back in cgchat aswell ;)-CHRC FTW!)
Also for others whove never tried something like this to diversify the FOLIO :D
Good luck Yall :D
Karsh
05-25-2008, 08:37 PM
Think I will enter this one just got back from uni for summer break so should have the time.
When you say the limit is 7000 polys you mean tris right, I'm confused :think:
Also for others whove never tried something like this to diversify the FOLIO :D
I get told alot that you should try to specilize rather than diversitize your portfolio.
Frozan
05-25-2008, 09:06 PM
count me in. a shame that its not 10k limit. ;) jk
Armanguy
05-25-2008, 09:41 PM
imma bounce into this one :)
Karsh - Specilize, but show that you are able to work in different fields and sides of game industry is bonus none the less :)
blankslatejoe
05-25-2008, 10:23 PM
Yup, the 7000 is for tris. ill fix the brief.
blankslatejoe
05-25-2008, 10:26 PM
eric - nope, still no 2d, sorry!
blankslatejoe
05-25-2008, 10:34 PM
I'm in. Have an idea brewing, but whens the actual deadline? Is it the 15th? The proper one I mean. Not the soft one.
Nice Styx. Liking how your twisted mind is thinking.
Thanks for the ref images Joe. Cleared things up completely.
Cwong, you can submit any time once I put the submission link up (I have to wait until the last minicomp's voting has ended). This link will hopefullygo u on Wednesday night, unless something goes wrong on my end.
I will turn on voting on June 15th, but you can still submit after that (this is the soft deadline).
I will turn OFF voting and announce the winners after that--usually I give at least four days for voting. Sometimes, if there's a holiday or some reason I know I won't be at my computer, I will add an extra day to voting, but I'll never go under four days.
Then I turn off voting. You can still submit up until the minute I close the voting....you obviously won't have time to get any votes, but your entry will be in the roster, and in the archives at that point.
So, the firm, last chance to submit is tentatively June 19th, just before I close the polls. You certainly won't win though, if you wait till then. Get your entry in around the soft deadline and you'll have better odds.
OR, if you think your entry's particularly strong you could play fate and spend the extra time polishing an entry, but you'll be making up for lost votes the entire time!
I may join in on the fun this time too-I've got a few ideas brewing up :)
Bbox85
05-25-2008, 11:31 PM
sweet... something up my alley. Should be quick and fun. Got some ideas floating around in my head. Awesome brief Joe. It's bound to attract a plethora of unique ideas. Can't wait! I'm in on this one fo sho!
Bbox85
05-25-2008, 11:41 PM
question: Could we add a character into our scene to show a sense of scale? Maybe a generic one available to everyone? I apoligize if this question has been asked already...
Swizzle
05-26-2008, 12:42 AM
I'm making a portal to hell.
http://i2.photobucket.com/albums/y29/xkostolny/portal001.jpg
omnicypher
05-26-2008, 12:42 AM
im in on this one!
im thinking about making a toilet in a dirty abandoned public bathroom that has a shining green light comming from it. or maybe somthing like the entrance to place where alladin got his lamp (tiger head made of sand). or i might go for somthing more classical in archtitectural style.
maybe a portal with hoards of enemies escaping into our realm. they would have to be very low poly to make a whole hoard, but with RTS specs (around 100-500 triangles per creature), and shared texture space, it could look great at the right distance. plus it would be a good reason to speed sculpt 5 super low poly rpg/rts fantasy enemies, a tree, a rock, and a portal.
should we be building more of an in game level (looks good from all angles) or more just for a render (looks great from one angle)?
Swizzle: Oh god, please don't
omnicypher
05-26-2008, 03:43 AM
im gonna start with a classical design, somthing i can add statues and normal mapped releif sculptures to. 800 tris so far:
NiGHTS2o06
05-26-2008, 04:53 AM
Ok, instead of taking the route of direct portal to the afterlife,
im going to take a step into an alternative direction instead.
Name: Heaven or Hell.
Description: A gameshow based in a TV studio that the recently deceased attend to determine whether they are eligable for heaven...or must go straight to hell. This is determined by the number of 'sin' points vs the number of 'deed' points that the contestant has earned through life.
Initial concept art shows the main show host and the logo that I want to use. I think that instead of going down the realistic route I might stick with the style shown below, making the best of simply painting the diffuse map.
http://img359.imageshack.us/img359/1710/thehostandlogocopyyk5.jpg
Japhir
05-26-2008, 05:10 AM
well, since it's an environment challenge i probably won't finish, but i did have an idea that stuck into my head. it's a small simple wooden door, that you could see in some sort of "secret garden" or something like that. what it comes down to is that it is more simple than everyone expected :D.
here is a sketch:
http://img79.imageshack.us/img79/5456/gatewayln6.jpg
omnicypher
05-26-2008, 05:38 AM
im close to around 3000 tris now and im playing with portal material ideas:
SuPa-
05-26-2008, 06:52 AM
NiGHTS2006, you should make the dude in the red suit Johnny Cash ^^ Because "everybody wants to go to Heaven" :P
Looks good, omnicypher
it,s about time to post my crappy painting :paper:
http://i141.photobucket.com/albums/r59/raigeki_album/gate.jpg
I want to make a toilet scene, dirty and gritty; by the looks of it it’s an unfinished crime scene, with the police’s typical yellow tape "Do Not Enter" still hanging over the entrance, who ever had the cleaning job on this crime scene never got to finish it. Passing the tapes, the iris dilates to mach the toilets dark green ambient room light, just the white flickering light over the one main horizontal mirror works and saturates the scene briefly. Besides a few scribbles of graffiti on top of the toilet doors it is hardly possible to tell the real colour of it anymore, the coat of brown paint in the dark green ambient scene-light cover all that is still standing of the cubicles. – Maybe, some one got frustrated and decided to splash paint randomly in all directions around already damaged cubicles? - Out of the four cubicles one at the end has the door completely knocked off and is stationed on the floor, nothing is green about it, a pool of brown paint, partly dried, has covered it, around the door the brown paint creates a certain splat effect. The marks indicating the door was forced out from the inside of the cubical. Looking down on the floor and standing on the wooden door, its clear the incident wasn't too long ago, some of the brown is emitting a heavy shine, and some is sticking to the bottom of my shoes like wet paint, just this paint having the odd bigger lump that don’t seam to be squash able, it rather shoots off to the side like a meaty flesh piece with bone in the middle on cold tiles. Looking directly at the cubical, all what’s visible is more brown, with a black hole that appears to be going down and into the wall, this explain the few pieces of porcelain and debris of the missing toilet, they are scattered pretty evenly in tiny bits around the scene which are over-powered by the overall mess, easy to not notice it. The hole which looks like a giant vi**na must be some kind of entrance or exit for what ever created a scene like this.
- May be, it is a portal?
blankslatejoe
05-26-2008, 10:35 AM
cold and swizzle - both you two's ideas remind me of the doors in 'Prey'. There were all sorts of sphincter and crotch and 'organic fleshy' doors in that game--might be worth checking out to see how they did them.
As for the character question - yes you can include a character, or multiple ones, if you want. The grad total of 7000tris, 2048x tex applies to everything you create.
omni - you should build the gateway so it looks good as if it were in a game and you could walk around it. That said, if your gateway is directly connected to a wall (like a regular door, and not a freestanding object like that oblivion example screen), then you wouldn't have to have the back of the gate necessarily, because the player might never see what's 'behind' that wall.
With your current tri-gate layout, it looks like you can walk all around it, so you should build it so that it looks good from all around. :)
@ omni
i think the best looking thing in a "triangle-gate" is, to make a vortex like portal in the middle.
http://xxmurphyxx.xx.funpic.de/anderes/vortex.jpg
NiGHTS2o06
05-26-2008, 01:42 PM
Ok, heres the "basic" layout of the portal:
http://img176.imageshack.us/img176/8904/render1sn8.jpg
As stated previously, the whole concept of the portal takes place within a gameshow where the contestant has a chance to either go to heaven or hell depending on the way they lived their life and the performance in this show. From the pic, you can see that the entrance to hell rests within the giant demons mouth whilst heaven is right above the contestant (those white rings). A cannon fires the contestant to either entrance at the end of each game.
Now, whilst this all sounds great in theory, I dont know how well its going to end so im not sure whether to scrap this idea and go down the route of straight forward portal or keep with it.
Although...I might keep the model of the demon even if I scrap it as ive taken a liking to it and may finish it as its own piece.
Any suggestions or tips would be greatly appreciated.
here a new WIP:
http://xxmurphyxx.xx.funpic.de/media/gallery/Realtime/characterdesign/Mini%20%20Gateway%20to%20the%20Afterlife/02.png
the outside of the gate is stone (the skin and the broken parts) and the inner is organic.
Frozan
05-26-2008, 02:45 PM
This is what i think ill be doing.
http://shatteredmesh.com/08Website/Sticks/gate.jpg
ThatDon
05-26-2008, 02:52 PM
Jer Jer bring the heat!
did quick 10 minute paint over on the inside of a cube, looking at it now, i will defnitely add some toitletries in there, like the airplower thingy that dries ur hands, no idea the name of it, and maybe a condom machine. Safety first!
http://i77.photobucket.com/albums/j64/Cold1981/portaltoiletsample.jpg
TryForce
05-26-2008, 04:04 PM
This is what i think ill be doing.
http://shatteredmesh.com/08Website/Sticks/gate.jpg
i feel slightest Zelda Inspiration here.
GJ!
@Cold: NIce :P bring up the reality more closer.
omnicypher
05-26-2008, 07:29 PM
yeah i might have the portal be some kinda sphere in the middle, or it might be some kinda light cylander like the ones in zelda after you beat a boss. the triangle was kinda an after thought, at first it was going to be just one wall, so i had the portal in the doorway, now its kinda turning into a whole building. hell, i might borrow a few ideas from zelda, it is my favorite game series of all time. i could make a room similar to the temple of time. (in ocarania of time, the temple of time probably used less than 3000 triangles and still had to be divided into two rooms to save memory. now even hand held systems have better specs than an N64.) i think i might turn things around and model the inside of a temple, a hexagonal room, very elaborate paintings and sculptures, maybe some stained glass (even though thats more gothic than roman) somthing very circular in nature to emphasize the importance of the center of the room. putting sculptures around the perimiter should show that the center portal has importance that will over shadow the art. the center of the room should be raised or lowered to disconnect it from the rest of the room, and having stairs that dont go straight for the portal, but take a longer path will even greaten the portals significance. slightly off center towards the entrance, there will be a spot with an ancient symbol carved into the ground. somthing will be done on this spot to operate the portal, so it should be my secondary focal point, slightly smaller than the portal.
Frozan
05-26-2008, 08:10 PM
sounds cool, I would strongly suggest on making the door / or portal and then building around that tell your outside the renders view. don't blow it out of control. :) that and then u can focus a lot of the polys into the coolness of the door. as mine is now im prob gonna have to texture a lot of that because i have a feeling that its going to make up a lot of the polys.
also got a feel for the texture on the vines for the HP
kirilot
05-26-2008, 09:04 PM
maan this ones hard...cant come up with anything concrete, got somethings flyin around in my mind ill try to post something later in the week
cold i realy like your idea
omnicypher
05-26-2008, 09:50 PM
i would like to add more physical details like pillasters and scroll brackets to my concept, but i may need to leave some of it up to the textures. im not sure how many pollies my stairs and banisters will eat up. i may need to mdel the balusters as normal mapped alpha planes, instead of cylanders. i would also like room for more vertical details, like high windows, rafters, balconies, chandeliers, and coffered cielings. if i make everything too elaborate, ill have no room for a character that will fit in with that level of detail. but i would really like a character to accent that secondary point of interest, almost enough to be obsorbed into the main focus of the portal. but this is an environment comp, so maybe i should give the characters a rest for a couple days.
kirlot: any environment that isnt a dead end is technically a portal. a portal is a bridge to a gap, it is the line from a to b, but it is separate from both points. it could be anything from a refridgerator to a tv to an old well next to some abandoned cottage. it could be a lake with a whirlpool, or a glowing dresser drawer. if an average human could fit in it, it can become a portal. you could start by creating a mood, or an element (cliche video game levels always include fire grass water and stone because red, green, blue, and neutral are about as well rounded as it gets, changing the scenery just as the player looses attention after beating the boss is a good, addictive formula proven by zelda, megaman, mario, and every other game you have ever pulled an all nighter for) then use that to come up with a good color scheme and a few small details. then find your center of interest (probably the portal) and place it in a way that emphasizes its importance. i hope this helps get the juices flowing...
Frozan
05-26-2008, 10:32 PM
just remember to sell the fact that its a portal to the after-life.
kirilot
05-26-2008, 11:29 PM
thanks for the advice omny,
Frozan: I think it is the part that its to the "after life" thats getting to me,
and i want to keep it an environmental piece without having it be too intertwined with figures
the first thing that came to mind was Rodins Gate (http://img166.imageshack.us/img166/8723/rodinporteex5.jpg)
but I don't think i could pull that off
then i really liked the idea of a nature portal, something buried within tons of thorns in a hollow of a tree, something you would stumble upon and it would be not a "gate" necessarily but just an alternate route that someone had forgotten to close up, so thats what the sketches are
its ether that or a complete rip off of labyrinth with all the hands, but they would be skeletons :P
or maybe something really Gothic in nature
so i don't know.....
omnicypher
05-27-2008, 12:05 AM
that rodins gate is a good reference, although i would say its composition is very busy.
right now my concept is a bit to clean, so i might damage parts of it and i think i might add some vines and forest elements to my concept as well, green vines and vibrant purple flowers could add areas of interest, age, contrast and color.
so far ive been focusing on the portal more than the after life aspect, mostly because the afterlife is a very vague concept. it could follow stereotypical religious theology/mythology (clouds, gold, fire, spikes), or it can go in a very unique direction (after you die you go to a world where people live in mushrooms and it rains donuts and lazers shoot randomly out of the sky when it gets foggy) or it could be vague and left up to the viewer by using a vortex, light, or graphic where you cant see the other side. technically you could close the portal or put a door in front of it which really leaves things up to the imagination. having zombies, skeletons, demons, or angels going through the portal could help show where it goes.
or i could just have a cartoony sign with "AFTERLIFE" and an arrow carved in it, but i think ill be more subtle than that.
Vincent
05-27-2008, 02:46 AM
Her's a first really really quick sktech... Don't have a lot of time these days... So i guess maybe i'll do another one and then start will the low poly model...
Armanguy
05-27-2008, 03:38 AM
Im not really good at concept art so im going to use this as my concept:
http://img.photobucket.com/albums/v92/armanguy/gatewip.jpg
greek style gate inspired by god of war.
NiGHTS2o06
05-27-2008, 04:41 AM
Ok, after lots of mulling I have decided to scrap the gameshow idea and instead op for something a bit more surreal. All will be revealed soon enough :D.
Here's my concept: The king of the giants sits dead on his stone throne, killed by the little people. Feeding frenzy ensues.
Here's a start on the block out, lots more to add:
http://img.photobucket.com/albums/v332/Jacoh/GiantBlockin.jpg
BuroKun
05-27-2008, 09:16 AM
there are some really great concepts here. Keep it up guys.
a little update:
http://xxmurphyxx.xx.funpic.de/media/gallery/Realtime/characterdesign/Mini%20%20Gateway%20to%20the%20Afterlife/03.png
exact 5000 tris at this time.
TryForce
05-27-2008, 10:23 AM
can't decide >___<
The first one was a overall idea from my art-teacher and a friend of mine, though this one is drawed by me.
http://s84.photobucket.com/albums/k35/TryForceX/Drawing/th_5.jpg (http://s84.photobucket.com/albums/k35/TryForceX/Drawing/5.jpg)
http://s84.photobucket.com/albums/k35/TryForceX/Drawing/th_6.jpg (http://s84.photobucket.com/albums/k35/TryForceX/Drawing/6.jpg)
http://s84.photobucket.com/albums/k35/TryForceX/Drawing/th_7.jpg (http://s84.photobucket.com/albums/k35/TryForceX/Drawing/7.jpg)
click for bigger pics.
ok, i want to start the sculpting.
anybody an idea for the lowpoly model befor i start?
http://xxmurphyxx.xx.funpic.de/media/gallery/Realtime/characterdesign/Mini%20%20Gateway%20to%20the%20Afterlife/04.png
happykid
05-27-2008, 12:39 PM
This is my concept, just a very rough concept of what my idea.
The concept behind it is that life goes back to where it begun.
Its actually a woman lying on her back with her legs open. Hope people will not get offended with this, if it does do tell me and i can change my idea.
C&C most welcomed. Thanks.
BuroKun
05-27-2008, 12:52 PM
a super basic layout of what mine will look like. still have to add many things.
http://img139.imageshack.us/img139/375/11451151ui7.jpg
McPandaBurger
05-27-2008, 01:25 PM
happykid me thinks she needs some canesten duo
TryForce
05-27-2008, 02:20 PM
hmm owell:
layout:
http://i84.photobucket.com/albums/k35/TryForceX/Wips/wip.jpghttp://i84.photobucket.com/albums/k35/TryForceX/Wips/wip-10.jpg
kirilot
05-27-2008, 02:24 PM
Styx your geometry at first sight looked like you had her knees coming out of the dround but then i realized it wsnt, since alot of people oare doing figures i think this might bee good reference all around
http://neatorama.cachefly.net/images/2007-10/awakening-sculpture.jpg
Josh Singh
05-27-2008, 02:46 PM
SO, Happykid.... Have you ever seen the actual thing you are trying to portray? Remember, Remember, Remember, Reference is King!
SO to help you out, here is some ref to help you along...
Vaj Reference (http://www.youtube.com/watch?v=eBGIQ7ZuuiU)
Japhir
05-27-2008, 02:53 PM
lol josh singh, exactly what i thought when i saw his post ;). his concept screams: "mysterious rouge colored, hazy area, or something like that"... :P. lol.
@Josh
wow, a reference of dancing puss** XD
@kirilot
thx for the pic. in the first i had the idea with a hand, that comes out of the ground.
the "knees" are menhir/obelisk/things. ^^
ThatDon
05-27-2008, 03:05 PM
Happykid got rick rolled! That made my day, bhahahahahha
+1 for Josh
come on guys, the idea behind the concept is cool ^^
Dareing idea happykid, and to be really honest I don't think you will come close to your original concept, the spec is too low for a hole that size, I like to see u try though, haha.
fonfa
05-27-2008, 03:29 PM
This is my concept, just a very rough concept of what my idea.
The concept behind it is that life goes back to where it begun.
Its actually a woman lying on her back with her legs open. Hope people will not get offended with this, if it does do tell me and i can change my idea.
C&C most welcomed. Thanks.
hey buddy, you should do some research on the artist called niki de saint phalle
http://www.dn.se/content/1/c6/59/12/86/ultvedt445.jpg
ivars
05-27-2008, 04:07 PM
I like this contest :) Will be fun to see what you guys come up with.
Here's a little something, I've just started....
Josh Singh
05-27-2008, 04:16 PM
But seriously HappyKid, It's a good Idea, I think you could be a bit more subtle with it though. Try not to go for the obvious.
lost_soul
05-27-2008, 05:00 PM
HappyKid :
I prefer call it "Gate to the Heaven"
NIce start Ivars ur definitely pushing it to the sci-fi future with that piece.
I blocked out sorta what i need, I will add more bits and bob ass I go along, I am definitely will aim for the wall to be cracked, and Il leave on 1024 size map for my fleshy portal thing in the last cubicle.
http://i77.photobucket.com/albums/j64/Cold1981/toiletsample2.jpg
@happykid
what about this design? (no joke!!)
http://www.narrator.de/assets/images/willendorf-large.jpg
omnicypher
05-27-2008, 05:24 PM
armonguy: i like the style, it reminds me of a prince of persia room.
happykid: i knew somone would throw that out there, if you could pull it off somewhat tastefully, it could be pretty cool, but youll probably need people for size reference
burokun: i can see yours comming together really well! although the layout is simple, just putting a normal/bumped mapped water fall texture on there would make that scene look complete. its beautiful in its simplicity and i cant wait to see it textured!
as for myself, i think i will change mine slightly, last night i started drawing a world map and planning an action RPG as a long term personal project. inspired by zelda, i would like to have an ancient portal rise from a lake.
omnicypher
05-27-2008, 10:12 PM
i have good news and bad news,
the good news is this competition has inspired me to start making environments
the bad news is, i got carried away, and now im modelling a whole world. (currrently at 3000 tris)
i guess its not so bad, but i gotta take this inspiration while its hot, so ill be too busy with this personal project to work on this comp.
there have been some really inspiring concepts, and i cant wait to see them bear fruit. good luck to all!
Aftermath
05-27-2008, 11:19 PM
this should be fun for my first contest yes im green, i was looking at some concepts and had a funny idea that the portal to hell should be the olympic torche in china. I hope that doesnt offend anyone it was just some sillyness that came to my mind when watching the news. Great Concepts so far gents.
kirilot
05-27-2008, 11:46 PM
man people are flying in here,i think i finally came up with a concept
since its reealy rough and i lost a good version of it earlier, I only wish i could spend a whole day on this concept...but alas i cannot,*rays of envy toward students*, and i got anxious to show you guys. the idea was to make something somewhat modular, the concept looks too unique, the product probably wont be, hopefully i get some time to iron it out
on a side note: happy kid, i saw some good reference for you at figure drawing class, you should consider finding one :P
ok story time:
this place exist in the utmost darkest and hard to reach place, a book tells of a place where you can find a door to anywhere, even eternity. But make sure you pick the right door because you might find yourself in someone else's after life. Good luck finding the right key
its gonna be a swamp, its supposed to have slight resemblance to an upside down Ankh, if you pretend....The whole construction minus some stairs is made up of many doors/gates/passageways of every type and kind some closed some open. Some large some small, keys hang off of various places...
i just realized this is a rip off of harry potter and Indiana Jones....almost...maybe not, alright enough blabbing, sorry for the long post
Raventhebird
05-28-2008, 02:00 AM
i gonna do some Japaneses style warp zone, here some image reference from web
http://cemetery.innersource.com/media/14711/l/Entrance.jpg
http://cemetery.innersource.com/media/14827/l.jpg
http://cemetery.innersource.com/media/14712/l/Lanterns.jpg
http://cemetery.innersource.com/media/14714/l.jpg
BuroKun
05-28-2008, 02:26 AM
@Raventhebird - I am using a torii in mine too.
http://www.postimage.org/Pq1MCTi9.jpg (http://www.postimage.org/image.php?v=Pq1MCTi9)
Frozan
05-28-2008, 02:47 AM
Little update. got the HP for the rocks completed. there in this under painting. trying to get a fix on a color setup.
image one with paint over
image two with just gate painted.
http://shatteredmesh.com/08Website/Sticks/gatenew.jpg
http://shatteredmesh.com/08Website/Sticks/rocksHP.jpg
PS sorry for the bandwidth. :doh:
happykid
05-28-2008, 02:49 AM
Josh Sigh: lolz, was wondering what you were trying to show me when I saw some say a dancing puss and I got it. Nice one man. And will take your suggestion in mind.
Styx: Thanks for the comment, appreciated. And that’s the statue of Venus or something like that right? Watched it before in class and learned abit about it too.
Cold: Thanks cold, still playing around with the concept in my head. It will probably end up nothing like that as I’m trying to make everything more subtle as suggested.
Fonfa: Thanks for the ref, will look him/her up for ref.
Lost_soul: haha, nice one, can imagine how ‘heavenly’ it will be inside.
Omnicypher: thanks for the encouragement, still playing around with the concept in my head as I’m bad at concepting ideas.
Kirilot: Thanks, I think will surf up some ‘ahem’ sites for some inner thigh reference. Lol
As for updates, am thinking of making it high tech in that the legs will take the shape of mechanical devices like pipes and tanks and the entrance will be a glowing portal.
Another idea is to stick to the forest, lost layout and make the legs to me made of cracked stone and everything seems to be falling apart.
Still another idea is to follow niki de saint phalle style and go exaggerated with bright colours and big shapes. Might follow up with this idea.
Just playing around with everything at the moment. Am bad at drawing it out so am trying to describe it in words. Thanks for the comments people, any at all helps. ^_^
Sorry, this is too difficult, I cannot carry with this environment, things have popped up, Laters.
Have fun guys!
TheQiwiMan
05-28-2008, 09:57 AM
to be honest, at first I was disappointed this was gonna be an environment topic instead of a character one. But then I just kinda thought, if my first reaction is "how boring", it's obviously because I haven't used my imagination enough yet! So now I have an idea I'm pretty excited about that I'm gonna work on. I'll post a concept later today when I get the chance. :)
sooooo, next WIP:
http://xxmurphyxx.xx.funpic.de/media/gallery/Realtime/characterdesign/Mini%20%20Gateway%20to%20the%20Afterlife/05.png
@happykid
yes, i think they call this "venus". its a kind of mother-earth statue.
but is like the organic/technical idea. reminds me to H.R. Giger.
http://www.middian.net/Galerie4/Erotomechanics/slides/hr_giger_erotomechanics_VII.jpg
http://www.middian.net/Galerie4/slides/025.JPG
http://www.middian.net/Galerie4/
lost_soul
05-28-2008, 10:18 AM
Great theme !! Maybe i can learn something from this Mini Challenge, so count me on.... I prefer to chose more specific topic for this Mini Challenge and i hope "Gate To The Hell" is still relevant for this Mini Challenge. Here is my concept so far :
http://img213.imageshack.us/img213/4454/conceptmh5.jpg
Anyway, i have a question to Blankslatejoe, can i using additional map for specular and normals just like many other contest ???
NiGHTS2o06
05-28-2008, 10:43 AM
Ok, since ive changed from the gameshow, heres my W.I.P so far for the new portal:
http://img293.imageshack.us/img293/7117/render1lf7.jpg
Ive tried to go for something different again and see how far I can take it.
Its currently at 4'666 triangles.
Frozan
05-28-2008, 10:48 AM
ohh man lost soul!!!! do it!.
ThatDon
05-28-2008, 10:55 AM
That is some impressive HP work from you good sir. This is going to be a good one. :mugs:
Little update. got the HP for the rocks completed. there in this under painting. trying to get a fix on a color setup.
image one with paint over
image two with just gate painted.
http://shatteredmesh.com/08Website/Sticks/gatenew.jpg
http://shatteredmesh.com/08Website/Sticks/rocksHP.jpg
PS sorry for the bandwidth. :doh:
two testscreens in xnormal:
http://xxmurphyxx.xx.funpic.de/media/gallery/Realtime/characterdesign/Mini%20%20Gateway%20to%20the%20Afterlife/06-2.png
http://xxmurphyxx.xx.funpic.de/media/gallery/Realtime/characterdesign/Mini%20%20Gateway%20to%20the%20Afterlife/06.png
Raventhebird
05-28-2008, 11:47 AM
Sorry, this is too difficult, I cannot carry with this environment, things have popped up, Laters.
Have fun guys!
too bad u r quit from this competition, u did good in pass competition!
Swizzle
05-28-2008, 11:55 AM
This is certainly not finished. I'm going to have a couple of huge stone hands pulling back the rock to really up the gross factor.
I may or may not have some torches or a sign saying something like "One Way"; I'm not sure yet.
I still need to get some larger planes on the rock, so I'll probably be smoothing some stuff out and adding higher-frequency detail in those areas.
I can't wait to get to texturing. ;)
http://i2.photobucket.com/albums/y29/xkostolny/portal002.jpg
Frozan
05-28-2008, 11:59 AM
@Styx - A pretty cool idea. i think you could use more polys though. what is it at right now?
@Swizzle - interesting.
Swisher
05-28-2008, 12:24 PM
great sketch lost_soul.
Here's a zbrushcentral post that has someone using zbrush and alpha's for their environment. http://www.zbrushcentral.com/zbc/showthread.php?t=059678
IronHawk
05-28-2008, 12:28 PM
swizzle thats nasty. LOL
edit.. thought that was going a different direction.
@Frozan
the part of the model on the last screens have 1732 tris.
the other parts (mask, chains, stones, stuff) 3420 tris.
ShadyD
05-28-2008, 12:56 PM
http://img229.imageshack.us/img229/5980/roughec5.jpg
Still very rough. I'll have the Gates Of Hell by Rodin and cerberus drooling right behind it. Though what i'm doing isn't really something that can be used as an asset in a game or something. I'm just rendering a scene really. Is that allowed?
ivars
05-28-2008, 01:54 PM
A small update:
ThatDon
05-28-2008, 02:01 PM
Clean work ivars
Raventhebird
05-28-2008, 02:38 PM
just finish build some prop in my enviroment, a lantern of japanese with 344 tri and 1x 256 map with diffuse, specular level and normal
http://img167.imageshack.us/img167/8513/lanternib5.jpg
This is certainly not finished. I'm going to have a couple of huge stone hands pulling back the rock to really up the gross factor.
I may or may not have some torches or a sign saying something like "One Way"; I'm not sure yet.
I still need to get some larger planes on the rock, so I'll probably be smoothing some stuff out and adding higher-frequency detail in those areas.
I can't wait to get to texturing. ;)
http://i2.photobucket.com/albums/y29/xkostolny/portal002.jpg
it make me think some dirty place in my body, lol
W1r3d
05-28-2008, 03:34 PM
Not really sure what i want to do. Managed to rough up two blockouts though. Going home now to do some conceptuals on them. http://img.photobucket.com/albums/v165/w1r3d/Gateway02.jpg
http://img.photobucket.com/albums/v165/w1r3d/Gateway01.jpg
Japhir
05-28-2008, 04:24 PM
This is certainly not finished. I'm going to have a couple of huge stone hands pulling back the rock to really up the gross factor.
I may or may not have some torches or a sign saying something like "One Way"; I'm not sure yet.
I still need to get some larger planes on the rock, so I'll probably be smoothing some stuff out and adding higher-frequency detail in those areas.
I can't wait to get to texturing. ;)
http://i2.photobucket.com/albums/y29/xkostolny/portal002.jpg
needs more hair IMO ;). the rocks are nice :thumb:
Swizzle
05-28-2008, 04:48 PM
Yes, hair! I don't know why I didn't think of that! I was going to make it all veiny, but hair will just push the extremes of grossness.
@Swizzle
What about a sign "Cautition! Spontaneous Gas Eruptions!!" ? XD
Swizzle whenever I see your progress shots I think of this
http://bp0.blogger.com/_nCLKbj44niI/R7utDQMeUcI/AAAAAAAAAV4/x-24g7_1cHw/s400/naked-lunch-beetle-typewriter-powder-lips-anus-1.png
Swizzle
05-28-2008, 05:16 PM
Styx:
I know I want to have a sign, but I'm not sure what yet. I don't want it to be too explicit.
Hito:
I haven't seen Naked Lunch, so what's the story with the beetle?
Swizzle:
Sign saying 'Exit only' or 'Out of Order', would be in place :D
omnicypher
05-28-2008, 07:15 PM
im still not sure, but i might finish this one and mix it with my other project.
i had a big error in the UV so i cant export the model.
i must startet the sculpting from the begining -.-
http://xxmurphyxx.xx.funpic.de/media/gallery/Realtime/characterdesign/Mini%20%20Gateway%20to%20the%20Afterlife/07.png
omnicypher
05-28-2008, 09:20 PM
if your using zbrush you might be able to zproject the old detail onto a similar mesh, but then again, your sculpting will probably improve the second time around, so it might be good to resculpt it
Aftermath
05-29-2008, 12:23 AM
Concept Image: Just Quick Sketch Playing with the idea.
http://i115.photobucket.com/albums/n292/ICRYWHENIPOO/conceptart.jpg
General Concept Theme: Food For Thought
General Concept:
Hell's Gate is guarded by Satan's Skeletal Dragon, and Satan's Slave Worker, Herew. Herew is in charge of loading the dead corpses on to the wooden wagon, as well as wheeling them to the dragon to feed. Once the dragon eats a person's corpse, that person's spirit is then released into the gate, to spend an eternity in Hell.
happykid
05-29-2008, 12:56 AM
one quick noob qns.
When porting a mesh into mudbox to sculpt, is it easier to sculpt in quads or tris?
Aftermath
05-29-2008, 01:02 AM
Zbrush and Mudbox love quads ,tris make them cry even thou everything is a triangle in the end.
kirilot
05-29-2008, 01:04 AM
happy: quads
not much progress....boxing in trying to figure out how to make the water happen, and how to utilize texture space, modular trees yay, i should be focusing on the gate itself but oh well....Its a good excuse to finally make a full blown out environment happen
happykid
05-29-2008, 01:04 AM
thanks math, krilot
Aftermath
05-29-2008, 01:25 AM
HappyKid: Np, i asked that question along time ago and have been waiting to be able to give back to the community somehow and you helped me. So Thanks for asking.
in trying to figure out how to make the water happen, and how to utilize texture space, modular trees yay
Make your maps 2048 then shrink them into 16x512 maps if you want to get more props into the scene without killing yourself trying to texture and detail a small map. Im planing on adding alot of props to my enviroment so im gonna split up my 2048 map into smaller ones. You probably should too.
Great ideas!
kiril very cool, reminds me of American McGee's Alice
here's base for mine, a fozzilized titan corpse or something... Maybe I'll make it a tribute to Miyazaki's Naussica. I figure a week to tool around sculpting and a week to texture and bake...
omnicypher
05-29-2008, 01:59 AM
my trees suck :( lol... i never really thought about modelling trees before. if i were to do this for a game, i would think i would use the oblivion method where the normals of the alpha plane always point towards the camera. anyone know of a good low poly tree tutorial?
they dont look half as bad at a distance. but i guess that could be said for anything.
i might just try sculpting a cone in zbrush... it will probably look better than these ones, but i doubt by much.
Raventhebird
05-29-2008, 02:44 AM
my trees suck :( lol... i never really thought about modelling trees before. if i were to do this for a game, i would think i would use the oblivion method where the normals of the alpha plane always point towards the camera. anyone know of a good low poly tree tutorial?
they dont look half as bad at a distance. but i guess that could be said for anything.
i might just try sculpting a cone in zbrush... it will probably look better than these ones, but i doubt by much.
it look like some animation effect, try put some nice light to make it realistic:thumb:
omnicypher
05-29-2008, 03:13 AM
i realized i forgot raytraced shadows again. helps a little, but i still need a better method for making trees.
Omnicypher. Sacrifice some triangles and make them from overlaying cones (with bottoms removed of course). You can get much better looking trees that way, be it RTS or 1stperson :)
///
First part done. Anubis statue. 414 tri, 512 map. Might scale map to 256 though, haven't yet decided how big will the statue be, officially.
http://i31.tinypic.com/2yy57p2.jpg
Boat on which good souls will 'arrive' to the gate. 480 tris, not yet optimized, that's the next part.
http://i27.tinypic.com/9k8h03.jpg
next in line:
- Finishing boat
- Building the gate area
- Texturing the gate area
- Seeing how many tris/texts still left for random souls sitting in the auditorium, waiting for their turn
L3XICON
05-29-2008, 06:29 AM
hey omnicypher :D tree's are a royal pain. recently for a project I developed two different systems for creating low polygon tree's. without access too speedtree 1 is a instance facing system similiar to speedtree (oblivion). the other is a more traditional method of foliage planes or clumps.
I ll give you a quick run down of how I produce the tree's (this is max btw)
firstly for the tree that has the foliage follow the player / camera.
1: model you tree trunk and branches using as many or as little polygons as you wish. once complete select and clone the outer branch areas of the tree. then using the push modifier increase their width. I then adjust this mesh a little upwards to give the foliage that will be attatched to it some height.
http://i241.photobucket.com/albums/ff276/l3xicon_pb/tree001_001.jpg
2: open up the particle view window (6 on keyboard or under graph editors).
- edit >> new >> particle system >> empty flow
- from the options at the bottom of the window click and drag into the field a new birth event.
- drag the link selector underneath the flow event into the circle of the birth event to link the two together.
- drag into event 1 the following: position object, shape facing, material static and position object.
- adjust the following settings (marked with a red dot) for each. you will certainly want to adjust these settings to fit your object especially scale settings etc.
- in the position object you want to select the 'pushed' outer branches. (object02 in my scene :P)
- in the material static section you want to drag from your material window the material for your foliage.
http://i241.photobucket.com/albums/ff276/l3xicon_pb/tree001_003.jpg
- play around with seed settings, scale, orientation and offsets until you have a tree you are happy with.
- in the shape facing, select the camera you will render from for the foliage to face it.
- remember to hide the 'pushed' branches, else they will make it look ugly :P
you should end up with something like this :)
http://i241.photobucket.com/albums/ff276/l3xicon_pb/tree001_002.jpg
..
ok, and now the second method.
1: set up the tree as before, including cloning and pushing the outer branch areas.
2: create a square plane, and apply your foliage material to it. clone this plane and rotate it 90 degree's on the x access. then again on the y until you have a 'clump'. make sure that your material has 2 sided checked.
3: open up the particle view window again.
- create a empty flow, and a birth event as before.
- drag in position object and set exactly as in the previous system.
- drag in a shape instance, and a rotation and set them as below
http://i241.photobucket.com/albums/ff276/l3xicon_pb/tree002_001.jpg
- again play with scales, offsets and rotations until you are happy with the result.
- you should get something like this
http://i241.photobucket.com/albums/ff276/l3xicon_pb/tree002_003.jpg
this method i prefer as I think it looks more realistic when rendered with lighting and shadows:
http://i241.photobucket.com/albums/ff276/l3xicon_pb/tree002_002.jpg
both systems have pro's and con's
system 1:
pro's
- foliage always faces camera
- fewer polygons can make more dense foliage
con's
- dosn't light realisticaly
- can't cast shadows
- can't be converted into an editable mesh as the planes will no longer face camera. (max also dosnt calculate the polygons used by the partcile system in the statistics - so be careful with poly counts in competition!)
system 2:
pro's
- lights very well
- great shadows and 'depth'
- can use the mesher tool to convert from particle system to editable polygon. means that max will calculate polygon totals, and can tweak easier.
con's
- requires more polygons to create dense foliage (my example has 3 x as many due to the use of instancing the 'clump' rather than flat planes.
- you will get planes that are viewed along the surface giving away that they are flat planes.
My apologies for what turned out to be a long post lol. I hope it helps ya mate, I am sure if you wish too you can adapt it for your fir tree's! for making lower polygon tree's, both systems work well. simply reduce the amount of planes created in the birth event, and make the planes themselves larger. at closer renderings they will look a lot worse, but at a distance they will be fine.
for really distant tree's you can take renders of you tree's saving with the alpha, then using the facing system (this time using the terrain as the position object) you can place single planes with you complete tree on them that will always face the camera - just make sure they face only on the z axis. these will look terrible close up. but in the distance will look exactly like your higher polygon tree's but at the cost of 2 tri's per tree :D
Also looking at the great concepts and wip's so far everyone is doing. awesome work. and tempted to give this a bash myself as its far too long since I did any environmental work!
Raventhebird
05-29-2008, 06:38 AM
some little update and some "concept"
http://img150.imageshack.us/img150/5338/landcopypp6.jpg
L3XICON your tutorial <3 Thank you very much!
omnicypher
05-29-2008, 11:13 AM
those trees were giving me a headache... so i moved on to detailing a nearby town.
lexicon: that tree tutorial was just what i was looking for, ill probably experiment with it tomarrow.
i plan to make at least 5 houses and one temple per town. one town of tudors, another town of log cabins, and the third will be pagodas. then i make 3 unique npcs for each town (some npcs will be the same like the gaurds and the bartenders) then i will make the elemental dungeons...
Fleafa
05-29-2008, 11:19 AM
Hito: love your idea, you should definitely go with the 'fiery hair'!
TryForce
05-29-2008, 11:22 AM
http://i84.photobucket.com/albums/k35/TryForceX/Wips/wip-11.jpg
@omnicypher
i dont use zbrush, its a cheap russian tool i use.
its a "bit" buggy. ^^
but the new sculpting start was no bad idea.
it looks very better than the first.
by the way, here is a very goot treegenerator: http://3dbrush.kriska.hvosting.net/forum/index.php?showtopic=1003
its free and very easy to use.
its also possible to make lowpoly-midpoly trees.
TryForce
05-29-2008, 01:04 PM
http://i84.photobucket.com/albums/k35/TryForceX/Wips/wip-12.jpg
omnicypher
05-29-2008, 01:05 PM
thanks for the tree generator, but i want to speed model everything myself for this project, and see if i can create a world in 6 days. technically i have never finished any environment, so this should be a good way to learn fast. i think i might use the well in the farm town as a gate to hell. either that or the mine at the back of the mining village might work.
a new WIP:
http://xxmurphyxx.xx.funpic.de/media/gallery/Realtime/characterdesign/Mini%20%20Gateway%20to%20the%20Afterlife/08.png
2000yearsoldman
05-29-2008, 02:56 PM
Kirilot__the concept remaind me that background you did in the comic.
Hito__cool concept, but I am not big of full head of fire.
Gateway to afterlife, this sounds pretty cool, I am in.
DreameR
05-29-2008, 05:39 PM
Styx, looks like its coming along. but you REA-HEALLY need to stop using tiles as ur floor, and black as ur background colour. it kills your work dood.
try mid and light greys. its more neutral and shows ur work better
and remember to Scale ur pictures down to about 800x600. looks much better when u can see it all at once
@DreameR
the ground is the standat ground of xnormal.
i have not enough tris for floor or wall.
the final shot would have a sketched background i think. : )
ok, the model have now 6998 tris.
i think its finished.
http://xxmurphyxx.xx.funpic.de/media/gallery/Realtime/characterdesign/Mini%20%20Gateway%20to%20the%20Afterlife/09.png
http://xxmurphyxx.xx.funpic.de/media/gallery/Realtime/characterdesign/Mini%20%20Gateway%20to%20the%20Afterlife/10.png
NiGHTS2o06
05-29-2008, 06:14 PM
K, think I might be done on the modelling side of things. Up to 6'153 without much optimisation so anything else would be filler material:
And thus I present.....The Clockwork Traveller (or anything cooler if anyone has any ideas). Essentially a time machine...that wanders.
http://img266.imageshack.us/img266/6199/render1xq4.jpg
GarrettMinley
05-29-2008, 06:31 PM
Got a couple hours in, here's the progress-
http://i303.photobucket.com/albums/nn127/greijacques/eternaldarkness3.jpg
http://i303.photobucket.com/albums/nn127/greijacques/eternaldarkness4.jpg
-
The premise behind it is theres this vast abyss your soul falls down when you die... if you were evil... so you'd go to hell :think: ...right :thumb:
Anyway at the bottom of this abyss is a massive gate and on the other side is basically pitch black, and the torture is your left alone with... yourself :eek: and you thoughts :ack: reliving your life and the horrid things you've done... gilt is a b!@$%
And if that doesn't work there's always the demons :D
-
Good job everybody
Frozan - Can't wait to see yours done, I'm "attempting" a similar look for the wall my gate sits in.
Styx - Coming along nicely, I like the glow
TryForce - How did you get that pastel look to your render? Is that a app specific thing?
SuPa-
05-29-2008, 07:19 PM
Going for a nature like theme
http://i150.photobucket.com/albums/s107/aquauzi/GatewayAfterlifeWIPSS1.jpg
C Wong
05-29-2008, 07:29 PM
Looking nice everyone. I'm really struggling to come up with a decent idea with this one.
kirilot
05-29-2008, 08:03 PM
Supa- thats lookin cool
i never knew working modular could be so much fun
omnicypher
05-29-2008, 08:05 PM
styx: those intestines look great and add alot of contrast. your concept reminds me of Hexadecimal from "ReBoot" for some reason.
garrett minley: looking good, it kinda reminds me of the room where you get the iron boots in ocarania of time.
supa: that base mesh has a really cool style to it. check out shivering isles for a good reference
jpgourley
05-29-2008, 08:11 PM
I just stumbled onto this one, not sure how I missed it. Finally an environmental challenge. I want to give it a try but I know that the 7k tri limit is a bit daunting for what time I have outside of work right now. I'm thinking of taking a more low poly psp/ds approach to this. I don't think I'll have the time to finish any other way.
this mini-comp is very interesting
here's my idea so far...
but I'm making the base a bit larger to balance out the top half
and getting rid of the outer base rim...don't need it
are we suppose to make a room for this?
Frozan
05-29-2008, 09:11 PM
very nice concept.
Aftermath
05-29-2008, 09:17 PM
Tryforce:
You should do the Lightracer method when rendering your samples. The global light renders your doing now arent doing your nice work the justice.
If you already know how to do it then disregard any of this .
1.ADD SKYlight
2.Goto material editor make the image white
3.Hit f10 to goto the render options
4.Goto the advanced lighting tab and on the drop.
down list select light tracer.
5.Render it out.
Cunipshun
05-29-2008, 09:39 PM
@Styx. get blender 246..... it's so much better...nice model :thumb:
@MaxH . r u Fred,and Amethyst related?.
and this gateway reminds me of a Cobra....
is that what you referenced it from.... well cant w8 to see the 3d :thumb:
omnicypher
05-30-2008, 12:24 AM
i fixed alot of proportions and added about 100 tris to make the interior work, and now im at 402 tris for this house. i think, instead of a gateway to heaven in the desert/forest, it would be more interesting to have a gateway to hell in a town. the whole game diablo is based on this simple concept. this will be my standard house, i will make an "L" house, a 2 story house, a house with a balcony, a mansion, a tower, and a well, all using the same texture. then i might make a church, (all old towns have a cathederal in the middle). i might make the well the portal, or i might make it a crack in the ground with stairs going down (kinda like the hidden passages in any 2d zelda), with a red light shining from below.
i also added more land to the first continent:
TryForce
05-30-2008, 12:38 AM
Tryforce:
You should do the Lightracer method when rendering your samples. The global light renders your doing now arent doing your nice work the justice.
If you already know how to do it then disregard any of this .
1.ADD SKYlight
2.Goto material editor make the image white
3.Hit f10 to goto the render options
4.Goto the advanced lighting tab and on the drop.
down list select light tracer.
5.Render it out.
TryForce - How did you get that pastel look to your render? Is that a app specific thing?
@Aftermath: Thanks man :) i will do it when i will get to Lightwave again.*Edit: I just realise that you talk about 3dsm. Haha doesnt work in Lightwave :) But it works different
@GarrettMinley: Simply set your Surface on 80%=Luminosity (Self Illum.) and 20% Diffuse. Its how its called in Lightwave, i really love this effect but not everybody likes it hehe.
Supa and MaxH - One of The Greatest concepts i think! Especially Nature/history themed. Great!
Aftermath
05-30-2008, 12:53 AM
sorry it's my fault i shouldn't assume everyone uses max, im sure lightwave has a similar feature to produce a better shadowed render without a crazy render time. If not maybe add a 3 point lighting system to the model before render.
TryForce
05-30-2008, 01:29 AM
sorry it's my fault i shouldn't assume everyone uses max, im sure lightwave has a similar feature to produce a better shadowed render without a crazy render time. If not maybe add a 3 point lighting system to the model before render.
^^ yeh yeh, i actually thought about selfillum only, we'll see.:think:
TryForce
05-30-2008, 02:16 AM
photosourcing is allowed?
Raventhebird
05-30-2008, 04:11 AM
i fixed alot of proportions and added about 100 tris to make the interior work, and now im at 402 tris for this house. i think, instead of a gateway to heaven in the desert/forest, it would be more interesting to have a gateway to hell in a town. the whole game diablo is based on this simple concept. this will be my standard house, i will make an "L" house, a 2 story house, a house with a balcony, a mansion, a tower, and a well, all using the same texture. then i might make a church, (all old towns have a cathederal in the middle). i might make the well the portal, or i might make it a crack in the ground with stairs going down (kinda like the hidden passages in any 2d zelda), with a red light shining from below.
i also added more land to the first continent:
my friend, try add some dirty on ur enviroment to let it become realistic:thumb:
L3XICON
05-30-2008, 04:26 AM
quick concept, hope to have time to work on this :)
http://i241.photobucket.com/albums/ff276/l3xicon_pb/GA_mini_concept02.jpg
omnicypher
05-30-2008, 04:49 AM
i finished my starter home at 650 triangles. im gonna wait till i finish the town before i add the dirt layers to the texture, because im using only 1 texture for every object in town and its going to need some editing. in my WIP 3rd person RPG, im not sure if i want to switch to first person while indoors like in oblivion, or use an overhead, roof disapears view like in old final fantasys. or maybe the bigger buildings might handle a third person camera better.
andrei313
05-30-2008, 05:09 AM
Here's my idea of a gateway to the afterlife... you're strapped in a cart and depending on what you did with your life there's a switchgear after that loop that decides if you go to haven or hell :) I hope that making a door is not a must :D
I've been playing too much TF2 lately... and pushing a lot of carts... so I'm going with a similar style. The proportions are off (the cart will get stuck in that loop) but I wanted to put style in front of realism :) Looks cooler.
It's still a sketch that's why there are a lot of primitives there. After I'm happy with the look I'll start replacing the geometry and make it more detailed.
Hope you like it.
Deviant-Ice
05-30-2008, 05:21 AM
wow looks like this competition is really kicking off :O awesome stuff ppl, some cool concepts......and one that looks suspiciously like an ass :P
Razorb
05-30-2008, 06:54 AM
andrei313 nice work and nice idea!
SuPa-
05-30-2008, 06:55 AM
L3XICON, that's one kickin' concept
Andrei, cool start, I like the style
BuroKun
05-30-2008, 08:08 AM
WIP Update
http://img218.imageshack.us/img218/1849/wip01fz7.jpg
http://img225.imageshack.us/img225/6808/wip02mm6.jpg
http://img225.imageshack.us/img225/4129/wip03copyat2.jpg
omnicypher
05-30-2008, 08:45 AM
this tree might waste 104 triangles, but it looks alot better. its basically the same method i was using for my other tree, but using that as a branch instead of the whole tree.
TryForce
05-30-2008, 09:08 AM
http://i84.photobucket.com/albums/k35/TryForceX/Wips/wip-17.jpg
Looking good andrei313 and L3XICON!
Raventhebird
05-30-2008, 11:33 AM
BuroKun: look nice so far, when the texture will come?
ThatDon
05-30-2008, 11:54 AM
quick concept, hope to have time to work on this :)
http://i241.photobucket.com/albums/ff276/l3xicon_pb/GA_mini_concept02.jpg
That looks fantastic :thumb: , I would be curious to see you do a dark/evil variant!
http://xxmurphyxx.xx.funpic.de/media/gallery/Realtime/characterdesign/Mini%20%20Gateway%20to%20the%20Afterlife/final01.jpg
anyone crits, ideas or something? ^^
Cybertron
05-30-2008, 12:58 PM
Cool stuff people! :D I wanna join in too.. This was until June 15th? Hmm..
I think I'll give it a shot.
GarrettMinley
05-30-2008, 01:23 PM
MaxH, L3XICON - I'm diggin' the concepts
Supa-, Burokun - Nice wips
Gonna have to step it up a notch :D
Styx - Jeez you're done already?!?!
Raventhebird
05-30-2008, 02:25 PM
some little wip, now 5k tri, i left 2k for the warpzone, damn!
http://img205.imageshack.us/img205/6808/lightck7.jpg
TryForce
05-30-2008, 03:33 PM
going to quit this Texturing Style :-\ to much nonesense in working on shit:
http://i84.photobucket.com/albums/k35/TryForceX/Wips/wip-26.jpg
@Cunipshun: ahhh...good ol' COBRAAAAAA!! didnt even thing of it till you mentioned it...funny thought though
yes, we're related^_^...does it surprise you that we're all artists?
SuPa-
05-30-2008, 05:02 PM
This would be an interesting concept for someone to follow
http://www.unknownworlds.com/images/ns2/screenshots/hiveconcept.jpg
GarrettMinley
05-30-2008, 05:44 PM
HOLY!!! whose that by? That's amazing.
Is that something of yours?
Darksun
05-30-2008, 06:34 PM
concept for Natural Selection (http://www.unknownworlds.com/ns2). Not really a portal, but a hive.
SuPa-
05-30-2008, 07:14 PM
Garret, I wish :P I personally suck at concept art D:
Darksun, the orange thing in the middle looks like a portal, though. Kinda like an organic gateway to hell or something
Textured the shroomz!
http://i150.photobucket.com/albums/s107/aquauzi/Mushroomz.jpg
omnicypher
05-30-2008, 07:45 PM
does anyone know how to blend between mulptiple textures in max? like having a grass, sand, mountain, and snow texture and blending them either based on a mask, or by elevation, or by steepness of the land? im having trouble finding how this is done.
that natural selection art is bad ass!
thos mushrooms look good, but they might look better with more colors.
kessler
05-30-2008, 07:52 PM
This looks like fun! and yes I also want to know if there is way to blend textures like that.
Razorb
05-30-2008, 08:04 PM
omnicypher: are you talking about vertex painting and texture blending ? there are 1 or 2 tuts around on the net ... one sec brb! ... yea here
tutorial 1 (http://www.bakdesign.net/tm/tutorial/3dsmax_tutorial.html)
tutorial 2 (http://hourences.com/book/tutorialstextureblending.htm)
i attempted it with these 2 tutorials ! i had to fiddle around with a few things tho !
http://i3.photobucket.com/albums/y69/Razorb/AaronFoster-Blending.jpg
yea hope this helps ! oh and styx... good job for finishing! but next time pace urself :P no need to rush so much hehehe
omnicypher
05-30-2008, 09:06 PM
sweet!! :) this is exactly what ive been searching for. thanks Razorb! :)
my only problem now is my terrain would have to be too high poly to use that effectivley. i might just have to unwrap and use a mask, or maks layers in photoshop for 1 large texture map for the island... but then again i think there were about 4096^2 pixles in the world map of links awakening, so the close detail would probably suck, and im not sure what the limits on texture size are in max 9.
Cunipshun
05-30-2008, 09:51 PM
@MaxH 0.o thats crazy, so who's the oldest lol....and how's the 3d going
BuroKun
05-30-2008, 11:33 PM
@Razorb - nice this helps me out too. you should post this in the 3D & 2D Help and Tutorials (http://www.gameartisans.org/forums/forumdisplay.php?f=13)
Vailias
05-31-2008, 02:19 AM
Tryforce: For lightwave GI type results like previously described do this:
Create a huge sphere, invert the normals/flip the faces, and give it a material with no properties except luminosity. Set it to 100% and white.
Save that object as "lightsphere" or something similar.
Open up layout, load your object and the lightsphere.
Turn on radiosity in the render options, and up the samples a bit, not too much or it will never get done.
Then render. Makes a nice soft global illuminated scene. Sometimes it gets a little grainy if the samples are too low.
@GarrettMinley
i have the next 2 weeks not much time. better i finish it now as it never be finished.
if i had time the next days, i will make more details.
Guedin
05-31-2008, 11:04 AM
Ok here is my entry :
The scene will take place in an homeless corner and the gate will be a cardboard box.
Here's where am I for the moment :
http://img48.imageshack.us/img48/9739/rendu01cz1.th.jpg (http://img48.imageshack.us/my.php?image=rendu01cz1.jpg)
Aftermath
05-31-2008, 12:28 PM
Guedin :
looks good i would have done without the geometry on the box, you can fake that depth with normal maps or even bump maps. That would clear up some Tris for you to put into another asset.
Frozan
05-31-2008, 01:38 PM
@Supa - I like the style of the mushrooms your going with!
edit - If anyone needs help getting going with zbrush this helps a lot
http://www.pixologic.com/zclassroom/
andrei313
05-31-2008, 02:58 PM
Thanks Razorb, SuPa and Jaco :)
I think I'm done with the model. It's also unwrapped so I will start working on the textures tomorrow. I never liked working with 2048x2048 textures because my computer barely moves while I have too many layers in Photoshop so I think I'm going with 4x1024x1024. It's a lot of space for the few things I have in there (most of the parts are duplicated and use the same texture space... I'll randomly assign new space for some) but considering I managed to use most of the 7000 triangles I had I think I'll find a way to take advantage of the texture space too ;)
Anyway, it looks like this
http://img515.imageshack.us/img515/7426/gtta01jq6.jpg
Frozan
05-31-2008, 04:11 PM
thats pretty cool but how do u enter the afterlife?
andrei313
05-31-2008, 06:34 PM
thats pretty cool but how do u enter the afterlife?
I know exactly what you mean :) It's more an interpretation of entering the afterlife... Who says you need to walk through something? At the end of the rail there are 2 paths, one good and one bad, that's the gateway. It's not really a place/object... it's an idea of afterlife.
It's not obvious and it can be interpreted in a lot of ways... I think that's called a bad concept... but I like the look and I'll keep it this way. Glad you like it ;)
kirilot
05-31-2008, 09:16 PM
Onmy - you culd do it with a Blend map, but im not sure if procedural maps are allowed, it also only lets you mix 2, i think theres a way you could do it with more but i dont know it.
I thought you could also set it up so that acording to the placement of verticles on the Z it would apply a certain part of a texture sheet, ie snow to rock to grass
Matias
05-31-2008, 10:56 PM
Hey guys, trying to learn to model so I thought I would jump in a give it a shot. I thought I would keep it pretty simple and have your standard gothic gateway with a couple gargoyles, but I think I'm still running above my modelling skills! :s
Rough Concept
http://members.optusnet.com.au/matias.jakku/Linking%20Files/Afterlife%20gate%20copy.JPG
Progress
http://members.optusnet.com.au/matias.jakku/Linking%20Files/Afterlife%20gate%20layout.JPG
Still confused as hell with modelling, the polycount at the moment is like 960, so getting to 7k is probably not goin to happen for me, eek! Plus I dont think there'll be a normal map as that still boggles me, despite it being explained many times! :paper:
Cheers guys
Matias
Matias: You can use those extra polys to chamfer the edges of those pillars, the arch and even the steps.
Frozan
06-01-2008, 05:04 AM
alright small update. ended up zprojecting the gate into the rock. did some sculpting on that and hoping to have it done early tomorrow morning. also blocked in the vines. mines the top left of the vine the rest is just there. no sculpt on it yet.
http://shatteredmesh.com/08Website/Sticks/hmm.jpg
Aftermath
06-01-2008, 12:38 PM
FROZAN:
looks good, i wish i was better at zbrush i need to spend more time in the app or just watch the digital tutors dvd i have.
Whats the base mesh look like?
Or are you doing high -> low?
Frozan
06-01-2008, 12:59 PM
trying the high to low. this is my first real zbrush attempt. i would say if u think u need to get better at it then just sit down one day and sculpt away. im starting to get really comfortable with the program along with how this piece is turning out.
DivideandRender
06-01-2008, 02:47 PM
I think I got my concept sculpt down. Not sure of the actual portal yet, will try to use particles if that is allowed.
Muchomuchacho
06-01-2008, 03:01 PM
Aww, Jeremy finally got his environment comp. Lurking in the darkest corners waiting for his time to strike...UNTIL NOW! Lovely. BTW when did this become 3D gameartisans? Can we get some 2D up in here!?
blankslatejoe
06-01-2008, 03:07 PM
we're working on it muchomuchacho -- fred and the programmer are working on revising the 2d minicomp system still, so currently its just 3d :)
Mike_K
06-01-2008, 03:23 PM
n1 Frozan, for anyone else interested in making some rock/cliff related things with access to Zbrush check out this pretty kick ass tut:
http://www.zbrushcentral.com/zbc/showthread.php?t=059678
Tempted to cook something up just to try out that tutorial at the same time!
ThatDon
06-01-2008, 03:41 PM
alright small update. ended up zprojecting the gate into the rock. did some sculpting on that and hoping to have it done early tomorrow morning. also blocked in the vines. mines the top left of the vine the rest is just there. no sculpt on it yet.
http://shatteredmesh.com/08Website/Sticks/hmm.jpg
This is coming along very well! A few things could use some work mainly the vines, they are not reading very well at all. I think if you pushed the forms in the actual door abit more it would do wonders as well. Mainly the T shapes could be more extruded. And a last crit would be that from the T shapes in looks very muddy and could use another pass just to it that crisp look the rest of the piece has.
TheQiwiMan
06-01-2008, 10:51 PM
I had to go out of state this last weekend, so I haven't had a chance to work on this at all yet. But I'm back now, excited to get working on my concept.
I have a quick question though: I've heard from several sources about the Hi poly to Low poly workflow, (using ZBrush I believe). Does anyone have any links to demos or tuts of this way of working? Creating the Hi-poly first seems so backwards to me, I'd love to learn about this way of working.
Thanks!
TheQiwiMan
06-01-2008, 11:04 PM
EDIT: I guess specifically I'm talking about the "use Zbrush to do a retopology pass to create a low res model"- workflow.. I haven't been able to find a good detailed demo of this. Any help would be greatly appreciated! :)
kirilot
06-01-2008, 11:32 PM
One of 4 projected peices almost done, estimated maybe 5 - 10 more doors for variance, ive changed up the concept a bit too. attempting to do my high-poly detailing in max, i think using z brush for more architectural things is kid of silly. Great for organics- Frozans lookin good:thumb:
cool tut mike
omnicypher
06-02-2008, 03:36 AM
im giving up on this one again, i dont really feel like chopping up my world to fit the poly budget. right now im around 124,000 tris. so im moving this project to an organic WIP thread. good luck to all of you.
http://forums.3dtotal.com/showthread.php?p=633761#post633761
Darksun
06-02-2008, 10:50 AM
@Frozan
I've been sculpting in zbrush, but I'm unable to get over around 3.7mil polys on a tree I'm making. There's no way I can get the detail that you have on that stone on my tree with that few polys.. I tried raising my limit in the mem option, but I get errors. so I have a few questions:
1) how much ram do you have?
2) what is your poly limit?
3) how many polys do you have in that stone face?
thanks!
Frozan
06-02-2008, 11:46 AM
@darksun - alright so currently with the entire scene in zbrush, (rockwall, gate is part of it, also the vine work i started) its just under 2.6 mil. the detail im getting is with alphas and the standard brush in a drag select fashion. look to this tutorial to see how im doing it. i used this tutorial just to learn zbrush
http://www.zbrushcentral.com/zbc/sho...d.php?t=059678
Darksun
06-02-2008, 12:10 PM
agh~! link no worky!
2.6 huh? hmm.. I tried making an alpha brush with a texture but maybe I'm not setting it up right. If you could put the full link that would be great, thanks!
kirilot
06-02-2008, 03:24 PM
just put "showthread" after /zbc, it was also posted above by mike K
Darksun
06-02-2008, 03:32 PM
doh! Imma tard. Hope I have something to show tonight.
Cybertron
06-02-2008, 03:52 PM
Cool stuff here guys.. Ivar, more WIP's please! :D
Whipped together this concept tonight, it looks kinda tech-ish now, but I'm gonna go for a 1940's military style for it-- wierd occult science aŽla Hellboy comic book. :D Hope you guys digg it, gonna start working on it as soon as I get some spare time.. :doh:
http://i138.photobucket.com/albums/q264/rosenberg84_84/gatewip.jpg
ThatDon
06-02-2008, 04:02 PM
Daddy LIKES!
Frozan
06-02-2008, 05:23 PM
its the same one they posted earlier. few posts up
kessler
06-02-2008, 05:50 PM
Thanks for the tutorial links Razorb!
DivideandRender
06-02-2008, 06:30 PM
EDIT: I guess specifically I'm talking about the "use Zbrush to do a retopology pass to create a low res model"- workflow.. I haven't been able to find a good detailed demo of this. Any help would be greatly appreciated! :)
Hey i found a great tutorial covering the topology feature in zbrush. working high to low poly. These videos load very slowly though, may take like an hour to watch all three parts its that bad, but they very informative. :thumb:
http://www.zbrushcentral.com/zbc/showthread.php?p=457162#post457162
C Wong
06-02-2008, 07:02 PM
Wow, everything looks awesome here. I think I have to sit this one out. Wanted to attempt this but have too much to do. What I really mean is that I can't think of a really good idea. tut tut.
blankslatejoe
06-02-2008, 09:38 PM
ahh, coolo cybertron, i was wondering if someone as gonna go the futuristic route!
TheQiwiMan
06-02-2008, 11:03 PM
DivideandRender! Thanks so much man! This is exactly what I've been searching for, you Greek God, you! :P
Thanks again!
kirilot
06-03-2008, 01:11 AM
So has anyone had the problem where your pivot keeps switching from "World" to "View" without you touching it?
do i hit a shortcut button accidentally?, does max do it in certain view ports?, is it a setting I've turned on? It keeps ruining my life, and i dont think ive ever had this problem before, but it might also be that ive only worked on single models with one mesh...
Is it a glich, why wont the darn thing just stay in "World"
If anyone has some insight please help
vBulletin® v3.6.4, Copyright ©2000-2012, Jelsoft Enterprises Ltd.