• Digital 3D Art v9
    6,260 replies, posted
[QUOTE=Agent766;39423085]Now I'm thinking about it, maybe I should go for game art design... I live in Wisconsin so the most likely place that I'd go would be the Art Institute of Milwaukee.[/QUOTE] Well, I envy you. I have no chance at all to go for any kind of graphics studies where I live. What you see here is all youtubelearn-dash-selflearn.
my recommendation if you want to go for a game design degree: teach yourself until you're good and then go to a realllllly good game design school. the fact is that schooling for this stuff is great, but you will hardly get the core knowledge that you need efficiently, and it's incredibly expensive to be taught. with the wealth of knowledge out there anything you can learn in school you can teach yourself, and if you're smart you can do it faster
[QUOTE=DOG-GY;39364542][img_thumb]http://24.media.tumblr.com/tumblr_m92qsqOShr1qk6eteo1_1280.png[/img_thumb] how i render. it's a lot more refined of a process now but this was when i first started developing the style[/QUOTE] Hah, I was also at the global game jam, didn't use it in the end but thanks though!
next game jam i'm forming my own team because our team was not well rounded, some people were literally useless and i had to carry the entire art side on my own, which was squandered because nobody bothered to even make a level until the last few minutes and then they just through in one or two of the props i made (and it was pixel art textures that they [I]didn't set to nearest neighbor[/I] in unity). let's put it this way, the guy who edited our video (i dunno how you guys were judged but we had to make a bullshit youtube video which was a waste of time) was editing audio in the comp without headphones in. they were just sitting on the table... and he didn't scale down my concept art so there's 4k images that were at 100% when the video wasn't even 1080p. I had a ton of fun overall and some of my team was great, but fuck the guys who ruined our amazing concept. the only problem was that i didnt sleep for 3 days straight, working until i was too delusional/stupid to look at a screen anymore and that wrecked my schedule afterwards.
Been trying to make this thing perfect for a couple of days now. [IMG]http://i.imgur.com/mQQUcCB.jpg[/IMG] heres the real thing for comparison: [URL="http://media.soundonsound.com/sos/mar11/images/AkaiMPKMini_01.jpg"]clicky[/URL] Think im gonna redo the knobs, least happy about them
Looks good, nice and clean, like the depth of field. Not familiar with that controller but are the knobs supposed to be so hexagonal?
[QUOTE=Wickerman123;39427058]Looks good, nice and clean, like the depth of field. Not familiar with that controller but are the knobs supposed to be so hexagonal?[/QUOTE] yeah they're not supposed to be hexagonal. Dont know why i made them that in the first place. And just noticed the shitty imgur compression
your buttons have much rounder edges than the ref. the sharp edges on the plastic casing do not really exist in your model which makes it look like it's lacking geo in a really weird way. also note (rimshot) how the black keys, at least in your ref, seem to be leading straight into the panel whereas your model has them sitting above the panel. the keys look overall too close to the panel and too high up, the white keys have no sense of thickness, and their corners are more rounded in the ref than in your model and the corners made where the black keys are placed in between are much sharper in the ref. [editline]31st January 2013[/editline] and I hate to say it but it shouldn't take you days to do that model. maybe a day to get it as close to the ref as possible. honestly if it's taking you so long then you need to work on modeling smarter not harder
[QUOTE=DOG-GY;39427982]your buttons have much rounder edges than the ref. the sharp edges on the plastic casing do not really exist in your model which makes it look like it's lacking geo in a really weird way. also note (rimshot) how the black keys, at least in your ref, seem to be leading straight into the panel whereas your model has them sitting above the panel. the keys look overall too close to the panel and too high up, the white keys have no sense of thickness, and their corners are more rounded in the ref than in your model and the corners made where the black keys are placed in between are much sharper in the ref. [editline]31st January 2013[/editline] and I hate to say it but it shouldn't take you days to do that model. maybe a day to get it as close to the ref as possible. honestly if it's taking you so long then you need to work on modeling smarter not harder[/QUOTE] Thanks, you're right. But when it comes to time, i might have uttered myself wrong. I made the thing in a day. but then it wasn't as good as it was right now. been working like half an hour to an hour a few days, just fixing up a lot of stuff, making everything more tidy. And the part about modeling smarter not harder is what i am practicing right now. I realized that i fucked up on a lot of parts, making me unable to continue unless i redid the piece in a more practical way.
Just built a new computer, looking forward to Max no longer coming to a stand still by maxing out my memory. Can't wait to get max installed and check out how my bigger products like my Slum City perform on the new machine.
I'm working on a trailer for the game I've been working on but have to use fucking windows movie maker as that's all this college even has! It's the XP version too! [editline]1st February 2013[/editline] I'm just gonna post these old pictures here... [img]http://media.indiedb.com/cache/images/games/1/20/19003/thumb_620x2000/uwd07.png[/img] [img]http://media.indiedb.com/cache/images/games/1/20/19003/thumb_620x2000/uwd06.png[/img]
[QUOTE=Ajacks;39433178]looking forward to Max no longer coming to a stand still by maxing out my memory[/QUOTE] I know the feelin'... 8 gigs doesn't cut it anymore.
[QUOTE=Canary;39435185]I'm working on a trailer for the game I've been working on but have to use fucking windows movie maker as that's all this college even has! It's the XP version too! [editline]1st February 2013[/editline] I'm just gonna post these old pictures here... [img]http://media.indiedb.com/cache/images/games/1/20/19003/thumb_620x2000/uwd07.png[/img] [img]http://media.indiedb.com/cache/images/games/1/20/19003/thumb_620x2000/uwd06.png[/img][/QUOTE] Download a Premiere CS6 trial?
I'm trying to learn some advanced lightning. There's a few misstakes, but I'll improve myself [IMG]http://i.imgur.com/LGEYh2I.jpg[/IMG] 1 easy noticeable misstake is the sun rays that doesn't match the hard shadows from the windows
if you are working on advanced lighting, you shouldn't leave out the colours, they make a huge part of the lighting
[QUOTE=Wormy;39437749]I wish I could find a game design school close to me. I would be forced to move very far away from home to find one, which sucks.[/QUOTE] it's not really necessary. i see it as more of an opportunity in which I have the time and motivation to focus and improve my skillset rather than a place to aquare new knowledge. so far the only things i've learned are game design theory and traditional art stuff (which is super useful). actual game art though, i just go to the classes and teach myself advanced stuff while everyone's doing maya 101 you can just as easily succeed in game design without school. the only hard part is getting shit done
[QUOTE=DOG-GY;39442582]it's not really necessary. i see it as more of an opportunity in which I have the time and motivation to focus and improve my skillset rather than a place to aquare new knowledge. so far the only things i've learned are game design theory and traditional art stuff (which is super useful). actual game art though, i just go to the classes and teach myself advanced stuff while everyone's doing maya 101 you can just as easily succeed in game design without school. the only hard part is getting shit done[/QUOTE] Pretty much the same for me, granted I'm not ~super advanced~ but the art side was a huge boost for me, I thought it almost too late when I realized but my college gives us free life drawing lessons so that's a big plus.
My problem is that I don't have the skillset. I'd learn it a lot better from a teacher than on my own.
[QUOTE=Z-eNzYmE;39422512]Just played with Indigo Renderer yesterday - more like a test render, but whatever.[/QUOTE] cool! indigo's a MLT path tracer, right?
[QUOTE=Agent766;39443250]My problem is that I don't have the skillset. I'd learn it a lot better from a teacher than on my own.[/QUOTE] That's fine, some people learn in different ways and as long as you take what you learn from a tutor or something and run with it there's nothing wrong with that.
[QUOTE=skeligandrew;39103784]You've posted what about 7 models here, you need to start modelling off a reference image and producing things of a bigger scale, on my 3rd model I was making a remington 870 off a blueprint it should be easy for you[/QUOTE] [t]http://i.imgur.com/dlQRyXD.jpg[/t] I started working on an 1860 Henry Rifle. I still have to do the sights though. When I make the low poly I'll upload it to P3d.
Looks good but the edges on the barrel are a bit too close.
[QUOTE=ZombieDawgs;39453803]Looks good but the edges on the barrel are a bit too close.[/QUOTE] Do you mean too hard? If so, I agree. Most of the edges look to be too hard. Also, it would seem the stock has a clear seem running across from front to back.
[QUOTE=~ZOMG;39454288]Do you mean too hard? If so, I agree. Most of the edges look to be too hard. Also, it would seem the stock has a clear seem running across from front to back.[/QUOTE] I get what you guys are saying about the edge loops, but could you clarify what you mean about the stock? I can upload another pic at a different angle if that helps. [editline]2nd February 2013[/editline] [URL="http://i.imgur.com/vouSrso.png?1"]Here's a side view.[/URL]
[QUOTE=kaine123;39454343]I get what you guys are saying about the edge loops, but could you clarify what you mean about the stock? I can upload another pic at a different angle if that helps. [editline]2nd February 2013[/editline] [URL="http://i.imgur.com/vouSrso.png?1"]Here's a side view.[/URL][/QUOTE] [img]http://filesmelt.com/dl/pinch.png[/img]
My cars need a driver so I made a driver to driver the cars [IMG]http://i2.minus.com/juKEjzX12Ctqx.png[/IMG] He is real cool you can tell by the aviators and the cool 70's pants with high waste, he is cool guy and verry relexed
You should give those 70's pants some flames on the bottom. That make him kicking rad.
[img]http://filesmelt.com/dl/DOGGYsCookTorrance.png[/img] welcome to shader world
What does it do
It's the Cook-Torrance model using Schlick's approximation for the fresnel term and the Beckmann distribution for the roughness term. It's a specular lighting model. In the end it takes a roughness value, a fresnel reflection at normal incidence value, and your standard diffuse/spec/normal maps. It looks much better/ is vastly more flexible than a standard phong that literally every game ever uses but computationally it's more expensive. It can be cut down by using a texture lookup for the roughness, but I wanted to use the Beckmann distribution instead. Since it still uses a Lambert for the diffuse term (just like a standard phong) i'll probably replace the diffuse model with an Oren-Nayar model next. [editline]3rd February 2013[/editline] ok um wtf does a disagree mean in context to this post @Nexosz (i forgot ur name for a sec sry m8)
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