• "Want To Post A Picture But Don't Want To Make A Thread" - Thread V6: FOR THE LOVE OF GOD STOP POSTI
    4,910 replies, posted
[IMG]http://i.cubeupload.com/fcxE9T.jpg[/IMG]
oh my
[video=youtube;90V0u1PpmGI]http://www.youtube.com/watch?v=90V0u1PpmGI[/video] [b]10 Years Later[/b] [img]https://dl.dropboxusercontent.com/u/11219057/hl2_theme/poster-16-06-13%2023-59-10.jpg[/img]
[QUOTE=Joazzz;50511060]oh my[/QUOTE] ?
it's pretty desperately needs radiosity though
bleh [t]https://dl.dropboxusercontent.com/u/255920778/titanball.jpg[/t]
that's not "bleh"
After fucking around with VIoxtars tutorial for long enough and horribly failing at my first picture here I have finally fucking achieved what I have been trying to do all those years with all those fucking close ups and lighting tests. The perfect light. The Holy Grail or at the very least something I can finally be happy with, without looking at the picture after it's done and not be happy with the lighting. This is a shit, 1080p render so there are some hard edges here and there but the interesting part is: It's all ingame, there is no post processing. Neither is there HDR or AO, it's all done with the lighting tutorial. I highly advise everybody to take a look at it if you haven' already. [img_thumb]http://i.imgur.com/y41HBHn.jpg[/img_thumb] This is the whole thing with an added BumpMap Layer: [img_thumb]http://i.imgur.com/KcHxyWj.jpg[/img_thumb] Can't wait to try this in combination with a Z-Depth Pass, and Texturizing. Fucking amazing.
Managed to make a more complicated model, this time a byzantine column. Having trouble getting textures to work well though. [IMG]http://www.wduwant.com/index_uploads/uploads/0b638c9b4887.jpg[/IMG]
did you put a filter on the image or is that fucked up smoothing + fucked up geometry at work?
I did superdof, on these columns the textures gave me purples so i just applied a basic white material on top of it. I've screwed up with the texture process somehow, although I do have a vtf and a vmt with vertexlit generic, still gets me purple textures for some reason.
My first real post up in here... did a thing with ODST's and my perskin in ODST mode. I tried to figure out sunrays in photoshop. C&C appreciated. [img]http://i.imgur.com/4izzAX9.jpg[/img]
I thought that having like 3000 faces was too much so I applied one of those reduce the number of vertexes modifier in blender, it gives it a triangular look on the columns if a simple white material is applied. [editline]14th June 2016[/editline] I was wondering how far in terms of number of vertexes I can go when converting stuff into source?
[IMG]http://images.akamai.steamusercontent.com/ugc/263838879875046124/8A77A6D12CAC8BB3D9D5CC158DF4EFB2BA237AE1/[/IMG] 'fuck off low-polygon alien, i have a FUCKING CHAINSWORD'
Another Lighting Test [T]http://www.wduwant.com/index_uploads/uploads/caede3bd9c89.jpg[/T]
[QUOTE=Sir_Leaf;50517139]-image-[/QUOTE] It's lookin' good! I feel like the image is a tad bit too dark however. [QUOTE=Prettyflacko;50517759]-images-[/QUOTE] I like the lighting. I don't know what can be changed though.
[QUOTE=Sir_Leaf;50517139]My first real post up in here... did a thing with ODST's and my perskin in ODST mode. I tried to figure out sunrays in photoshop. C&C appreciated. [img]http://i.imgur.com/4izzAX9.jpg[/img][/QUOTE] This is extremely good use of the in-game light rays post process (that's what you used right?) Wish the sky pixels (through the treetops) would have some anti aliasing though [editline]14th June 2016[/editline] [QUOTE=The Combine;50514512]After fucking around with VIoxtars tutorial for long enough and horribly failing at my first picture here I have finally fucking achieved what I have been trying to do all those years with all those fucking close ups and lighting tests. The perfect light. The Holy Grail or at the very least something I can finally be happy with, without looking at the picture after it's done and not be happy with the lighting. This is a shit, 1080p render so there are some hard edges here and there but the interesting part is: It's all ingame, there is no post processing. Neither is there HDR or AO, it's all done with the lighting tutorial. I highly advise everybody to take a look at it if you haven' already. [img_thumb]http://i.imgur.com/y41HBHn.jpg[/img_thumb] This is the whole thing with an added BumpMap Layer: [img_thumb]http://i.imgur.com/KcHxyWj.jpg[/img_thumb] Can't wait to try this in combination with a Z-Depth Pass, and Texturizing. Fucking amazing.[/QUOTE] Extremely interested in seeing where you take things..
[QUOTE=Crazy Knife;50517145]I thought that having like 3000 faces was too much so I applied one of those reduce the number of vertexes modifier in blender, it gives it a triangular look on the columns if a simple white material is applied. [editline]14th June 2016[/editline] I was wondering how far in terms of number of vertexes I can go when converting stuff into source?[/QUOTE]well why the shit don't they have any smoothing groups?
[img]http://orig04.deviantart.net/e14b/f/2016/166/2/6/calth_by_joazzz2-da6bunb.jpg[/img] this one i will actually finish
Something that i dunno how to describe [T]http://orig13.deviantart.net/82c0/f/2016/166/a/5/runner_by_sadeast06-da6bdys.jpg[/T]
threadworthy
[QUOTE=Joazzz;50519639][IMG]http://orig04.deviantart.net/e14b/f/2016/166/2/6/calth_by_joazzz2-da6bunb.jpg[/IMG] this one i will actually finish[/QUOTE] Lighting should do magic in stitching everything together here What are your plans for the background this time?
[IMG]http://i.cubeupload.com/bxEnyq.jpg[/IMG]
[QUOTE=VIoxtar;50519931]Lighting should do magic in stitching everything together here What are your plans for the background this time?[/QUOTE]ruined industrial shit mostly, smoking ruins, the works. maybe a battle titan or two if i can fit them in. as for the atmosphere i'll try to do an apocalyptic-looking evening sort of thing, mainly greyish blue with some orange and red added by embers and small flames (i'll try to avoid doing huge blazing infernos this time, i always do those) plus bleached yellow/orange from gun muzzle flashes. the color scheme is going to be tightly controlled and not very saturated if i can help it.
[IMG]http://pre03.deviantart.net/f360/th/pre/f/2016/166/d/b/the_tunnel_by_richbutoftencrazy-da6cxe0.jpg[/IMG] I'm testing alpha channels in post-editing to lighting up images. Anyone got any tips or C&C?
[QUOTE=VIoxtar;50518472]This is extremely good use of the in-game light rays post process (that's what you used right?)[/QUOTE] I actually used Photoshop cs6's Radial blur and messed with the levels.
[QUOTE=Crazy Knife;50517145]I thought that having like 3000 faces was too much so I applied one of those reduce the number of vertexes modifier in blender, it gives it a triangular look on the columns if a simple white material is applied. [editline]14th June 2016[/editline] I was wondering how far in terms of number of vertexes I can go when converting stuff into source?[/QUOTE] As much as the compiler can take really. Try to compile and change if something messes up. 3k faces is pretty low actually. (Alyx is about 9k if I remember right). There's a few things that can mess with the compiler on less faces, but I know people have compiled 100k models as well.
Can't lie this thread really pushed me to make one my biggest screenshot work so far. [t]http://u.cubeupload.com/VanguardLithius/ca4Test.jpeg[/t]
[QUOTE=darkness279;50523213]Can't lie this thread really pushed me to make one my biggest screenshot work so far. (Still W.I.P will update when all is done.) I'll try to make an ork logo thingy on the that totem for later so it's just there at the moment.[/QUOTE] Looking forward to see finished product.
[QUOTE=darkness279;50523213]Can't lie this thread really pushed me to make one my biggest screenshot work so far. (Still W.I.P will update when all is done.) [IMG]http://u.cubeupload.com/VanguardLithxhshejius/7aeTest.jpeg[/IMG] I'll try to make an ork logo thingy on the that totem for later so it's just there at the moment.[/QUOTE] I would watch out for that low definition ground texture [editline]15th June 2016[/editline] a reimagined sandbox test pic for coming pose [IMG]http://orig11.deviantart.net/bbd9/f/2016/162/a/4/forgotten_garry_s_mod_sandbox_server___sneak_peak_by_vioxtar-d9o2f0g.png[/IMG]
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