Home › Forums › General Discussion › What are you working on?
- This topic has 27 replies, 6 voices, and was last updated 19 years, 4 months ago by
Anonymous.
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June 21, 2004 at 12:50 pm #3272
Anonymous
InactiveHi all,
in a shameless attempt to plug my own work, I’d thought I’d start a thread wherein people who are working on non-private projects can share some examples of what they are producing.
This might suit those of us working on mods, home-spun games or university pieces. Needless to say, it is appropriate for 2d / 3d artists, whilst those with other collateral (music, engines etc) might only be able to post links to their work.
All 3d work can be viewed at http://www.boadle.com/3d_texture.html. Site root: http://www.boadle.com
I am available for bah mitzvahs, weddings and game development. Contact me at boadle@boadle.com
Street
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June 21, 2004 at 1:01 pm #12866
Anonymous
InactiveTrees
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June 21, 2004 at 1:02 pm #12867
Anonymous
InactiveTraffic Lights
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June 21, 2004 at 1:04 pm #12868
Anonymous
InactiveHouse
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June 21, 2004 at 1:05 pm #12869
Anonymous
InactiveUS Marine
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June 23, 2004 at 8:59 am #12878
Anonymous
Inactive…Tumbleweed blows across a dusty plain…
Ok, was just an idea :(
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June 23, 2004 at 9:07 am #12881
Anonymous
InactiveDue to IP issues etc., some of us can’t post renders of what we’re working on or even give you a hint!!
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June 23, 2004 at 9:15 am #12882
Anonymous
InactiveI hear ya Pete.
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June 23, 2004 at 10:29 am #12886
Anonymous
InactiveCurrently working on Doom-esque facility:
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June 23, 2004 at 10:32 am #12887
Anonymous
Inactiveanother….
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June 23, 2004 at 10:33 am #12888
Anonymous
Inactiveand one more….
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June 23, 2004 at 11:10 am #12889
Anonymous
InactiveLovely stuff David!
I presume this is for pre-rendering, as opposed to a game engine (I say this because the rivets seem to be geometry and not texture / bump / normal maps)?
It looks really impressive! What do you plan to do with it?
Lewis
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June 23, 2004 at 11:23 am #12890
Anonymous
InactiveIf anyone managed to get that scene working well in a game engine they would derserve a big medal! ;)
Its very high poly, every rivet is modeled!I haven’t had a chance to update it in a couple of weeks due to being very busy in work, but eventually it will be a still scene with some very high detailed textures and lighting. I might do a simple camera walkthrough, but seeing as I will probably be using high quality radiosity and shadowing that might be a bit unrealistic until I get my SGI render farm… ;)
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June 23, 2004 at 11:55 am #12891
Anonymous
InactiveYou could bake the radiosity or use photon maps……
Theres some great potential there to get some really nice shadows going, another benefit of a geometrically heavy scene
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June 23, 2004 at 12:09 pm #12892
Anonymous
InactiveNice Doom scene, all you need now is the walls to be smeared with blood, oh and a few gimpish monsters.
shu-ryu-ken!
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June 23, 2004 at 12:18 pm #12896
Anonymous
InactiveIt’d be an interesting test to see how close you could get to this in real time using normal and alpha maps…
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June 23, 2004 at 12:31 pm #12897
Anonymous
InactiveI’ve never tried to bake the radiosity. Is it a complex process?
I am really going for some cool shadows in this, hence the catwalk grating, pipes etc. I want some really cool, interesting looking shadows being cast over differant objects(rounded, squared etc).
I still have to add “clutter” to the scene, such as debris on the floor, gas cylinders, cabling etc.
Then its on to the texturing…..we should be fun…..although very time consuming.Don’t worry Omega….there will be some blood in there, not sure about the gimps though… ;)
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June 23, 2004 at 12:43 pm #12898
Anonymous
InactiveHere’s a custom Gunship I’m working on… influences from Halo ect.
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June 23, 2004 at 12:48 pm #12899
Anonymous
InactiveAnd then here’s the scene in general… alot of work still needed. It’s a small area scene, no real space present.
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June 23, 2004 at 12:51 pm #12900
Anonymous
InactiveI’ve never tried to bake the radiosity. Is it a complex process? [/quote:81719b97e4]
Are you using 3d studio max? If you are then you can use render to texture to bake out the radiosity solution to texture maps, then turn off all lights and radiosity and it works really well for fly throughs etc.
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June 23, 2004 at 1:15 pm #12902
Anonymous
InactiveInteresting Pete. I will certainly give that a go. :)
I will make a less intensive “test” scene and try that out. Do you bake the texture using a radiosity channel or just as part of the diffuse channel?I have only slightly dabbled with texture baking, but I think I saw something about being able to render the specular, diffuse etc channels out seperately and I was wondering if there is a radiosity channel.
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June 23, 2004 at 1:19 pm #12903
Anonymous
InactiveThere is a “complete” channel, which renders highlights and shadows directly onto your diffuse, taking into account bumps and specular etc. You can also render out a lighting and a shadow map seperately. You need UVW coords on everything, but max will generate them automatically if you haven’t assigned them manually. You will end up with a new map for every seperate mesh in the scene.
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June 23, 2004 at 1:19 pm #12904
Anonymous
InactiveI like your gunship Omega, but I would make the rotors less thick.
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June 23, 2004 at 1:24 pm #12905
Anonymous
InactiveCheers Pete! :D
That sounds perfect for the walkthrough! Will speed things up considerably, although I will be adding a bit of fog to give the atmosphere a slightly dense, polluted feel so the rendering will be a bit slow anyway, but I shouldn’t be too bad.
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June 23, 2004 at 1:24 pm #12906
Anonymous
InactiveI agree Noopitcal, two cutecumbers, thats what their like… I’ll fix it soon enough, usually to tired after work to go maxing so they’ve been sitting there for a few weeks now.
Shu-Ryu-Ken!
Hadoken………………….arghhhh
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June 23, 2004 at 10:35 pm #12913
Anonymous
InactiveJust completed my final year of computer engineering in Trinity and my FYP was a vehicle physics engine. I’ve posted some videos of it in action at my website:
http://matrix.netsoc.tcd.ie/~stephens/FYP.html
They’re all divX, and you can download the codec there too, but still all around the 4MB ish size, sorry. I’ll probably post the source and my report sometime soon. Any feedback would be great. BTW, Boadle and Omega, those images look shit hot, very pretty!
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July 13, 2004 at 11:15 am #13326
Anonymous
Inactiverecent viewing of TLOTR’s trilogy has captivated my imagination, and thus last night I began work on a scene, a small scene but the basic premise is a lake with a hill, atop the hill a Castle-like fortress, and at the foot of the hill a ship wreck. Nothing solid to show ye yet. might have something in a few days.
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July 13, 2004 at 1:02 pm #13331
Anonymous
InactiveJust completed my final year of computer engineering in Trinity and my FYP was a vehicle physics engine. I’ve posted some videos of it in action at my website:
http://matrix.netsoc.tcd.ie/~stephens/FYP.html
They’re all divX, and you can download the codec there too, but still all around the 4MB ish size, sorry. I’ll probably post the source and my report sometime soon. Any feedback would be great. BTW, Boadle and Omega, those images look shit hot, very pretty! [/quote:159daa477b]
Nice work Stephen – In one of those videos someones blown up O’connell bridge – its gone! ;)
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