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Author Topic: What Are You Working On?  (Read 46339 times)
Joshua
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« on: August 16, 2011, 07:09:54 PM »

Since most of my modeling experiments end up never seeing the light of day (and tend to be OA related) I thought I'd share them here. Feel free to post your WIP 3D art here.  Grin

Most of this is a cross-post from my Modular Mesh Approach To OA Mapping thread.


Modular OA Map Assets


Hi-poly sculpt baked out for brick textures.


Hi-poly model/texture bake


Baked hi-res images on low poly model
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VortexHU
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« Reply #1 on: August 17, 2011, 08:50:01 AM »


Baked hi-res images on low poly model

just thought i'd note that your links intersect. still look good tho. Smiley
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Joshua
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« Reply #2 on: August 17, 2011, 04:21:52 PM »

Ha, you caught me!  Grin It was a place where style won over realism.
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fromhell
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« Reply #3 on: August 17, 2011, 04:45:50 PM »

call me nuts but i'd rather have a pair of doublesided 1bit alphagen ge128 planes for intersecting links rather than loads of polygons Smiley

then I realize this is a baking model. for more detail you could just bevel it up and maybe drop a bit of normal rust noise layer

You might want to use Duplicate Linked so you can polish one chain and it'll do the rest of them
« Last Edit: August 17, 2011, 05:12:03 PM by fromhell » Logged

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Joshua
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« Reply #4 on: August 17, 2011, 10:45:46 PM »

You aren't nuts, I plan to use that technique for distant chains the player can't get to. Up close that technique looks like rubbish.


Here is the exact same texture. One diffuse mapped on a mesh, the other alpha mapped on two curves. Notice that the chain in the back left isn't as obvious as the one in the front right.

And yes, the model is a single link with an array modifier and curve modifier. It makes it easy to pose the chain and it dynamically adds links to correctly fit the length.

I'm still intending to post a test version of my map so people can give me feedback on the performance. I figure with modern machines, why not make OA beautiful?

Oh and fromhell I'm curious to see what you've been working on. Smiley
« Last Edit: August 18, 2011, 12:11:28 AM by Joshua » Logged

fromhell
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« Reply #5 on: August 18, 2011, 06:45:50 AM »

Here's an early look at the OA 3.x version of Dark


she's intended to be MUCH MORE LOWER POLY and use one texture, as efficient as I can try to get it. and she'll be a pieced model this time


and I think the standard skeleton should/could be the blender rigify skeleton, which is kind of a time saver as the bones are named and the bones are symmetric


this is only two hours of work so far.



as usual, community uproar in 5, 4, 3...
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Bane
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« Reply #6 on: August 18, 2011, 10:55:20 AM »

For some reason she looks like a sexy version of the Grinch , maybe it’s the nose
« Last Edit: August 18, 2011, 04:19:58 PM by Bane » Logged
7
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« Reply #7 on: August 18, 2011, 11:49:43 AM »

she's intended to be MUCH MORE LOWER POLY and use one texture, as efficient as I can try to get it.

Don't get overly efficient on her round parts Wink
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« Reply #8 on: August 18, 2011, 01:31:58 PM »

she's intended to be MUCH MORE LOWER POLY and use one texture, as efficient as I can try to get it.

Don't get overly efficient on her round parts Wink

I agree. What uproar!? I'll make an uproar only about someone making an uproar over this. Me gusta. Making her more efficient may benefit computers with intel's chipsets like the 945G and other Crap Inside(TM) chipsets, which is a lot of them, but I agree with 7, don't get overly efficient on her round parts.
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Joshua
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« Reply #9 on: August 18, 2011, 06:57:22 PM »

@fromhell
What is your target poly/tri count?
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fromhell
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« Reply #10 on: August 18, 2011, 08:49:10 PM »

somewhere in the 1 thousands

the headmodel may have more poly density than the body because no vert animations on the head
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Neon_Knight
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« Reply #11 on: August 19, 2011, 06:26:24 AM »

she's intended to be MUCH MORE LOWER POLY and use one texture, as efficient as I can try to get it.

Don't get overly efficient on her round parts Wink

I agree. What uproar!? I'll make an uproar only about someone making an uproar over this.


"FPS should be gritty, demonic, serious, dark, and brown, hurr hurr"
(Ironically the same reasons of why newer FPSes are despised in this era, with the so-called "consolization" coming up next. Well, "demonic" is a YMMV issue, but the other ones surely are.)
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fromhell
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« Reply #12 on: August 23, 2011, 04:57:02 AM »

Partial modeling FTW, helps me concept progressively on improvise when i'm stuck I can get feedback on the missing portions for suggestions.


You know who this is. First male character to enter OA3, woo.
face sucks, need to repaint jaw and eyes
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Bane
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« Reply #13 on: August 23, 2011, 05:45:27 AM »

Is that a new version of Gargoyle or a completely different character? Also I don’t really see the problem with the face or jaw maybe I am missing it or whatever but it looks good to me. Also awhile back in another thread you had mention you where going to make a new version of Skelebot that looked cleaner, how’s that going?
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Udi
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« Reply #14 on: August 23, 2011, 06:41:13 AM »

Is he gonna loose his wings or is it not done yet? I think the wings need bigger waist and back muscles and less shoulder muscles.
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Joshua
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« Reply #15 on: August 23, 2011, 05:07:19 PM »

I think that the shoulders and forearms are a little too disproportionate (compared to the torso). I've never been a fan of the crazy big "elf" ears, but that is simply a matter of taste. Have the legs been UV'ed yet?
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WingedPanther
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« Reply #16 on: August 24, 2011, 07:52:03 PM »

The thing that struck me is I would expect a larger chest.  It looks very androgynous right now, in a somewhat disquieting way.
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fromhell
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« Reply #17 on: August 24, 2011, 08:58:56 PM »

That's kind of what i'm aiming for. Someone else should take the 'large chesty chest' role (BERET?!). He takes 'large shoulders and back', like asian bodybuilder types.  The proportions are kind of what i'm going for on him, he'd also gain large hands and feet and wings to make up for his thin areas

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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Neon_Knight
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« Reply #18 on: August 25, 2011, 05:03:40 AM »

If anything, he might resemble Capcom's Firebrand/Red Arremer, amirite?

http://www.amiwiitos.com/juegosgratis/saga-red-arremer.jpg
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fromhell
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« Reply #19 on: August 25, 2011, 06:59:44 AM »

no you're not rite it's not supposed to look like that at all
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
fromhell
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« Reply #20 on: August 25, 2011, 08:38:05 AM »

more on him
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Neon_Knight
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« Reply #21 on: August 25, 2011, 09:40:01 AM »

So, basically, a red color scheme is a no-no?
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Bane
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« Reply #22 on: August 25, 2011, 09:55:57 AM »

Nice wings and arm guards. Kind of reminds me of Sypro the dragon. However i think one earing in each ear is enought 2 in each ear seems like a little too much.
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Udi
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« Reply #23 on: August 25, 2011, 11:04:47 AM »

Maybe it's me or that specific angle, but the second picture looks kawaii Smiley.
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WingedPanther
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« Reply #24 on: August 25, 2011, 06:13:32 PM »

@FromHell: OK, as long as it's intentional, no biggie.  I like the wings and arm guards, too.

@Bane: Dang, I haven't thought about Spyro in ages.
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