Home Forums General Discussion What are you working on?

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    • #3272
      Anonymous
      Inactive

      Hi 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

    • #12866
      Anonymous
      Inactive

      Trees

    • #12867
      Anonymous
      Inactive

      Traffic Lights

    • #12868
      Anonymous
      Inactive

      House

    • #12869
      Anonymous
      Inactive

      US Marine

    • #12878
      Anonymous
      Inactive

      …Tumbleweed blows across a dusty plain…

      Ok, was just an idea :(

    • #12881
      Anonymous
      Inactive

      Due to IP issues etc., some of us can’t post renders of what we’re working on or even give you a hint!!

    • #12882
      Anonymous
      Inactive

      I hear ya Pete.

    • #12886
      Anonymous
      Inactive

      Currently working on Doom-esque facility:

    • #12887
      Anonymous
      Inactive

      another….

    • #12888
      Anonymous
      Inactive

      and one more….

    • #12889
      Anonymous
      Inactive

      Lovely 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

    • #12890
      Anonymous
      Inactive

      If 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… ;)

    • #12891
      Anonymous
      Inactive

      You 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

    • #12892
      Anonymous
      Inactive

      Nice Doom scene, all you need now is the walls to be smeared with blood, oh and a few gimpish monsters.

      shu-ryu-ken!

    • #12896
      Anonymous
      Inactive

      It’d be an interesting test to see how close you could get to this in real time using normal and alpha maps…

    • #12897
      Anonymous
      Inactive

      I’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… ;)

    • #12898
      Anonymous
      Inactive

      Here’s a custom Gunship I’m working on… influences from Halo ect.

    • #12899
      Anonymous
      Inactive

      And then here’s the scene in general… alot of work still needed. It’s a small area scene, no real space present.

    • #12900
      Anonymous
      Inactive

      I’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.

    • #12902
      Anonymous
      Inactive

      Interesting 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.

    • #12903
      Anonymous
      Inactive

      There 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.

    • #12904
      Anonymous
      Inactive

      I like your gunship Omega, but I would make the rotors less thick.

    • #12905
      Anonymous
      Inactive

      Cheers 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.

    • #12906
      Anonymous
      Inactive

      I 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

    • #12913
      Anonymous
      Inactive

      Just 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!

    • #13326
      Anonymous
      Inactive

      recent 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.

    • #13331
      Anonymous
      Inactive

      Just 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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