[img]http://a.imageshack.us/img844/6341/render14.png[/img]
Still working on this, need to make the texture for the actual gun part now.
Any C&C would be nice :)
Based off art by Dan Luvisi
[url]http://www.danluvisiart.com/showcase.html[/url]
(1st image)
[QUOTE=Squint911;23743069]
Still working on this, need to make the texture for the actual gun part now.
Any C&C would be nice :)[/QUOTE]
HOLY FUCKING CHRIST?
DID YOU COME UP WITH THAT IDEA?
/caps
[QUOTE=Lazore;23743213]HOLY FUCKING CHRIST?
DID YOU COME UP WITH THAT IDEA?
/caps[/QUOTE]
Nah, original artist was Dan Luvisi
[url]http://www.danluvisiart.com/showcase.html[/url]
I think it's done now... Maybe.
[IMG]http://i26.tinypic.com/4lkjut.jpg[/IMG]
[QUOTE=Zyx;23744164]I think it's done now... Maybe.
[IMG]http://i26.tinypic.com/4lkjut.jpg[/IMG][/QUOTE]
A little bit higher water level in that bowl would be nice.
Coz' at the moment it just looks like a shiny surface.
Also the bumps are a bit too shiny...
[QUOTE=AshtonArdoin;23735523][img]https://dl.dropbox.com/u/3657658/rocketlauncha1.jpg[/img][/QUOTE]
Why is it that "wobbly"?
[editline]12:33AM[/editline]
[QUOTE=wingless;23738012]I just realized how optimized Starcraft II is, The game can have up to 200k poly's on screen at any given time and still run at 50fps while other games run at 50k polys and lag like shit. Incredible work bliz[/QUOTE]
Source can render millions. Most modern engines can.
[editline]12:34AM[/editline]
[QUOTE=Sheogorath;23741394]WIP scene:
[IMG]http://i268.photobucket.com/albums/jj21/TheRuikuli/ruins2.jpg[/IMG]
Closeup of the flower:
Don't mind the rendering times. I tried to make the volumetric lights with vray fog, but it really kills the render times. That combined with the DoF is a recipe for disaster. It's all foxed now though.
The textures on the leaves and the flower are all painted by hand and I'd really appreciate feedback on them. I also know about the displacement problems on the bricks, but I still haven't figured out a way to fix them. Haven't really tried yet, though.[/QUOTE]
That's otherwise good but the sand looks really bland and flat. Oh and sorry if I tend to post a lot in a bunch, I'm on my weekend leave and have no internets at the barracks yet.
Thanks. It looks bland and flat because it doesn't have any texture yet :v:
I like the plant scene, but it looks a bit empty at the moment, you going to fill it up a bit?
Lots of images sorry.
Haven't posted any of these simple things yet. Some wallpapers for different gaming organisations. I know drone model is poor, it was my first full 3d model, could start over really.
[IMG]http://img51.imageshack.us/img51/3572/evdwallpaper.jpg[/IMG]
[IMG]http://img831.imageshack.us/img831/4504/wallg.jpg[/IMG]
[IMG]http://img256.imageshack.us/img256/2310/newspapercopy.jpg[/IMG]
[IMG]http://img213.imageshack.us/img213/8979/greenwallcopy.jpg[/IMG]
[IMG]http://img718.imageshack.us/img718/9130/drawingcopy.jpg[/IMG]
[IMG]http://img715.imageshack.us/img715/9609/buildingcopy.jpg[/IMG]
Yep, that pic is a pretty early wip. Currently I'm gonna add branches and leaves to the tree, pebbles and leaves to the ground, ivy spam on the walls and probably some shite outside them so it won't look like it's floating in a vacuum.
[QUOTE=LiLBliNg;23744813]Lots of images sorry.
Haven't posted any of these simple things yet. Some wallpapers for different gaming organisations. I know drone model is poor, it was my first full 3d model, could start over really.[/QUOTE]
I loved the Drones, which program did you used to make them?
3DS Max 2010 and that crappy illustrate plugin that renders in cartoony style. Sadly that program has more glitches than anything i ever used before so i really used it for base colors and linework, some shading, smoothing, backgrounds and whatever were made in photoshop.
[QUOTE=Legend286;23740523]Eh, 50k isn't that much, that's like a few character models.[/QUOTE]
Ahem, I said Starcraft II can have up to 200k at any time, not 50k.
Nice models Lil, you dont really notice the "glitches"
I really liked the outcome, is it possible to make some more complex?
[QUOTE=Ajacks;23730325]It sure does, am I the only one who watches a movie like Avatar and cant shut up to their significant other about the modeling? lol...sometimes it really does ruin the immersion in films when all I care about is the technology behind it, same with videogames...[/QUOTE]
Same here, but mostly with Avatar I was wondering how long the render times would've been, what techniques they would've used and how many polygons were in there.
[img]http://filesmelt.com/dl/vikingrender1.png[/img]
Coming along.
[editline]12:52PM[/editline]
A frame from the animation, gonna render the full thing soon.
[img_thumb]http://filesmelt.com/dl/vikingrender2.png[/img_thumb]
[QUOTE=wingless;23747407]Ahem, I said Starcraft II can have up to 200k at any time, not 50k.[/QUOTE]
Yes, that's nothing impressive at all.
[QUOTE=Legend286;23751187]Yes, that's nothing impressive at all.[/QUOTE]
Explain how then games like Hawx and GRAW run like 80k and hit 30 fps and scII hits 180k and gets 50fps, Your logic is flawed.
[QUOTE=wingless;23751261]Explain how then games like Hawx and GRAW run like 80k and hit 30 fps and scII hits 180k and gets 50fps, Your logic is flawed.[/QUOTE]
Not really when I can spawn 100 Alyx models in GMod and still have 120 fps. By today's standards, it's nothing impressive. And those two games are most likely not optimised in the slightest.
[QUOTE=Legend286;23751427]Not really when I can spawn 100 Alyx models in GMod and still have 120 fps. By today's standards, it's nothing impressive. And those two games are most likely not optimised in the slightest.[/QUOTE]
Oh ok, Either way, Lets re-rail this thread. I'm rendering my Viking now, Someone else post some content :-D
[QUOTE=wingless;23747407]Ahem, I said Starcraft II can have up to 200k at any time, not 50k.[/QUOTE]
Source and other modern (and not so modern) engines can render way over a million pretty easily. I'd guess there's easily about 250k+ tris in pretty much any rendered frame of an outdoor level of a modern game. Just the terrain alone can be million polygons quite easily and still be able to run smoothly.
Added a house..and a shop
[img]http://img85.imageshack.us/img85/6128/ren3shop.jpg[/img]
[QUOTE=PLing;23754699]Source and other modern (and not so modern) engines can render way over a million pretty easily. I'd guess there's easily about 250k+ tris in pretty much any rendered frame of an outdoor level of a modern game. Just the terrain alone can be million polygons quite easily and still be able to run smoothly.[/QUOTE]
But source is all rendered during the loading, I think that Starcraft, Crysis and Just Cause 2 all render things when they come on screen, so Source game will have a much more steady framerate, whereas games that render things that are on screen will get bigger fluctuations, but the game will be playable at most points, whereas with a Source game, either A) The game is going well the entire time B) It's going shit the entire time or C) I'm an idiot with mixed up facts.
Rendering (3d anyway) is the act of turning data such as camera position, fov, polygon/tri positions, uvw mapping etc etc and turning that into a two dimensional image.
As you read this text, Your internet browser is taking the html data and 'rendering' it into a 2d image that you can see. All it knows is fonts, text, positions etc.
[b]ALL[/b] games have to render as you play, all Source is loading is the positions and animations etc etc into RAM for easier access, among other actions.
What did you think Rendering meant?
[QUOTE=broo20;23755912]But source is all rendered during the loading, I think that Starcraft, Crysis and Just Cause 2 all render things when they come on screen, so Source game will have a much more steady framerate, whereas games that render things that are on screen will get bigger fluctuations, but the game will be playable at most points, whereas with a Source game, either A) The game is going well the entire time B) It's going shit the entire time or C) I'm an idiot with mixed up facts.[/QUOTE]
Umm. No. The only thing current gen Source "renders" (or rather bakes) are lightmaps when the map is compiled. Not when it's loaded. All engines render the things on the screen. Otherwise you'd see black.
What you might be talking about (not sure) is occlusion zones and whatnot that Source (and other engines) use to cut off things that are not visible for the player from rendering like rooms far away and whatnot. Most engines can do this.
Hello guys,
I come here with a question. I'm trying to make a car model. So i've started with a plane model and i've come across a problem. When i do this :
[IMG]http://i26.tinypic.com/348nfch.png[/IMG]
I get this :
[IMG]http://i32.tinypic.com/2lyvll.png[/IMG]
Please explain to me what i'm doing wrong.
dont understand the problem?
Anyways! been playing with Zbrush for about 2 hours and got this, it only has 2.3 million polys... highly game worthy.
[IMG]http://i30.tinypic.com/1zdsoyc.jpg[/IMG]
That's two hours of work?
Holy shit.
He hasn't done much but using brushes on a model that's already in zBrush
[QUOTE=chamon;23760575]He hasn't done much but using brushes on a model that's already in zBrush[/QUOTE]
i thought i made it look good though :'(
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