Fuel tanks and spotlights
[img]http://www.leet.cc/hangar_015.png[/img]
[QUOTE=PLing;37458937]Fuel tanks and spotlights
[img]http://www.leet.cc/hangar_015.png[/img][/QUOTE]
Reminds me of Human Revolution. Now make it hideously orange.
[QUOTE=PLing;37458937]Fuel tanks and spotlights
[img]http://www.leet.cc/hangar_015.png[/img][/QUOTE]
Are those grates above the fuel tanks? A light above those grates casting a shadow below would probably look cool. Like this:
[img]http://static.freepik.com/vrije-photo/shadow-textuur_299402.jpg[/img]
If you included some angle to those lights the shadows would also get bigger as they are cast towards the center of the room (and also fading).
I'd remove the lights below the grates though because they'd interfere with the shadows, you can always move them lower and stick them to the wall if lighting is needed.
They're a temp texture so they don't have alpha, I'm gonna make a whole new texture for them. Let's see about those lights below because I have wall lights planned above the walkway too.
If you want richer shadows you should propably use a grate texture with more alpha.
Here's a better example pic only here the shadow is cast on the ceiling:
[url]http://blackmesasource.com/media/c1a4_release11_001.jpg[/url]
Could even add some vents in the wall with particles/fog coming out which would get lightened up by the light above.
I'm thinking of every couple of days posting one of the original 151 pokemon in that style I posted (the porygon) the other day. Suggestions? I started on a staryu because it has such a good design and then I might go on to do a magnemite. I'm gonna make sure I save some of the simpler ones for when I have less time and saving the toughest ones for when I develop the style more and can make them excellent, and I want to be consistent with updates.
So yeah long winded but suggestions?
[QUOTE=DOG-GY;37468004]I'm thinking of every couple of days posting one of the original 151 pokemon in that style I posted (the porygon) the other day. Suggestions? I started on a staryu because it has such a good design and then I might go on to do a magnemite. I'm gonna make sure I save some of the simpler ones for when I have less time and saving the toughest ones for when I develop the style more and can make them excellent, and I want to be consistent with updates.
So yeah long winded but suggestions?[/QUOTE]
I do like that 3D-rendered pixel-art kind of style you've acquired. But would it just be for display purposes? I'd like to see a more intricate scene rendered in that style.
Either way, you could try that big stone snake. I never played Pokemon or watched the show... I think he was called... Onix or something?
[QUOTE=Logithx;37467704]If you want richer shadows you should propably use a grate texture with more alpha.
Here's a better example pic only here the shadow is cast on the ceiling:
[url]http://blackmesasource.com/media/c1a4_release11_001.jpg[/url]
Could even add some vents in the wall with particles/fog coming out which would get lightened up by the light above.[/QUOTE]
Yes I know, I said they don't have alpha at the moment. Vents are a great idea though!
[QUOTE=SweetSwifter;37468192]I do like that 3D-rendered pixel-art kind of style you've acquired. But would it just be for display purposes? I'd like to see a more intricate scene rendered in that style.
Either way, you could try that big stone snake. I never played Pokemon or watched the show... I think he was called... Onix or something?[/QUOTE]
Yeah I'm definitely putting onix really early on my to do list. I'm doing the pokemon for fun but I do want to do something really cool with the style. My friend and I are discussing doing a whole game in that style, but it would be about a 2 year run. I also have been thinking of making a nice scene with it but haven't decided what would be best yet. I'm all ears for ideas though!
[img]http://dl.dropbox.com/u/7110851/Model%20Renders/IHaveNoIdeaWhatI%27mDoing.png[/img]
Oh god what am I doing
[QUOTE=Saccn;37419425][img]http://filesmelt.com/dl/mp7render.png[/img][/QUOTE]
God damn.
i wish i could be just as skilled one day
I'm pretty sure this goes here, doesn't deserve it's own thread, but in real flow, for some reason my emitters dump all the particles in one go as opposed to being a 'tap' like many videos I see, any one got a reason behind this?
[editline]31st August 2012[/editline]
Could it be due to reaching max particles so quickly?
I'll test that any way
[QUOTE=Jimbojib;37479660]I'm pretty sure this goes here, doesn't deserve it's own thread, but in real flow, for some reason my emitters dump all the particles in one go as opposed to being a 'tap' like many videos I see, any one got a reason behind this?
[editline]31st August 2012[/editline]
Could it be due to reaching max particles so quickly?
I'll test that any way[/QUOTE]
Or that you have a number that's not 0 in the volume option.
I think it was because my scene was quite big so I scaled the emitter up to not be tiny in comparison so even with the max particles at 100k it was able to dump them all pretty much in one go
[QUOTE=Transverse;37479199][img]http://dl.dropbox.com/u/7110851/Model%20Renders/IHaveNoIdeaWhatI%27mDoing.png[/img]
Oh god what am I doing[/QUOTE]
I like it, it has character. Also, never mind the seam, just testing;
[img_thumb]http://www.leet.cc/hangar_016.png[/img_thumb]
Another model I'm working on for my mod.
[img]http://niggaupload.com/images/ZIOpj.jpg[/img]
-snip-
So today I decided to bite the bullet and learn modelling properly. I already have experience with 3ds max, but only at stuff like rendering and physics and animation, not actually making models. So here's my first model I made in roughly 3 hours: a cartoony car.
[img]http://i.imgur.com/QUp46.png[/img]
With lines:
[img]http://i.imgur.com/Yp3S1.png[/img]
Anything I could improve on? (by the way, it isn't UV-mapped yet, so the texture is just wrapped on it like a box so it's all wrong)
Mosin nagant, work in progress.
[img]http://i.imgur.com/Ow8wb.png[/img]
[t]https://dl.dropbox.com/u/22565769/ocr_wip7.png[/t]
Rigged, unwrapped, ao baked, just need to texture it now.
[img]http://25.media.tumblr.com/tumblr_m9pceaa4Uq1qk6eteo1_400.gif[/img]
this time i pulled the colors from the sprite. what do you guys think or this one? I'm thinking of making small environments for each type and rendering them in that environment. Should I change the style in any way?
I like it! The actual eye lacks a bit of definition though.
what do you mean?
[editline]1st September 2012[/editline]
because i dont really know what definition im supposed to give to an unshaded, detail-less eye :I
It just looked too flat and the single 'pixel' for the pupil looked a bit odd, but now that I compare it to some references, I realise it's pretty accurate :)
[QUOTE=DOG-GY;37503984][img]http://25.media.tumblr.com/tumblr_m9pceaa4Uq1qk6eteo1_400.gif[/img]
this time i pulled the colors from the sprite. what do you guys think or this one? I'm thinking of making small environments for each type and rendering them in that environment. Should I change the style in any way?[/QUOTE]
Have you tried writing a custom shader for your program? They're fairly easy for Blender with the right know how, I'm sure a one or two level shadow with no anti-aliasing wouldn't be too hard to achieve.
But how would that improve from the shader I use now? I don't see why a custom one would benefit me, especially seeing as I would have to learn how to make 3ds max materials from the ground up.
[QUOTE=DOG-GY;37505248]But how would that improve from the shader I use now? I don't see why a custom one would benefit me, especially seeing as I would have to learn how to make 3ds max materials from the ground up.[/QUOTE]
Wait, is the camera spinning around the model or is the model spinning? What I mean is you wouldn't have to paint on the lighting effects.
the camera is spinning, it's lit with a default omni light + shadows
[QUOTE=DOG-GY;37505691]the camera is spinning, it's lit with a default omni light + shadows[/QUOTE]
Ahh okay, that makes more sense. I was under the impression the model was spinning.
it feels like all i'm modeling are pistols nowadays haha
[img]http://media.moddb.com/images/members/1/96/95390/pistol_highpoly.PNG[/img]
i have to attempt environment art next though! it's going to be pretty fun i bet
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