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891289 Posts in 33536 Topics- by 24775 Members - Latest Member: PestoForce

June 19, 2013, 12:10:10 PM
TIGSource ForumsDeveloperCreativeArt3D thread
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John Sandoval
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« Reply #1110 on: January 23, 2012, 11:38:57 AM »

Here's a character from FFTA I made a long time ago for a polycount compo:




Oh, New Kid...
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Chris Pavia
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teknobabel42 aquamanscg
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« Reply #1111 on: January 23, 2012, 11:40:16 AM »

lol
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Manuel Magalhães
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« Reply #1112 on: January 23, 2012, 11:49:23 AM »

"new kid" would be better than "New kid", but nice try.
lol
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The_Maw
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« Reply #1113 on: January 24, 2012, 08:41:08 AM »



I've been working on a poster for a school project. I've modelled the robot from the waist up. I've textured the entire robot and the 'room' it's standign in.. the lighting in the scene was created by a teammate but very heavely changed by me. And at last i made the finishing touches and the skybox in photoshop Smiley The rest were done by my 3 other teamates

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rivon
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« Reply #1114 on: January 24, 2012, 10:12:23 AM »

It looks great. Though I have to say that the lighting looks very artificial - so that the robot is "highlighted". I think that it would look better if the lighting was weaker so that he would blend more in to the rest of the scene. And last thing - the weapon looks strange as it is made from the same material as the body armor of the robot. I think that if it was the stereotypical black/dark gray military color, it would look better. And it's also very blocky/bulky.
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Chris Pavia
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« Reply #1115 on: January 24, 2012, 10:17:41 AM »

The depth of field doesn't looks consistent across the image, which adds to it feeling artificial.
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The_Maw
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« Reply #1116 on: January 25, 2012, 05:09:06 AM »

Thanks for the c&c Smiley For the lighting, it's supposed to look like the robot is standing in a artificially lighted 'room', i hoped the more yellowish light would accomplish that Sad.

Yeah none of us were fans of the gun texture, but the guy who made and textured it, forgot about it and had to texture it half an hour before our deadline Tongue

Well the depth of field should be consistent, it's not made by hand.

Thanks again Rivon and Chris Smiley
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rivon
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« Reply #1117 on: January 25, 2012, 05:15:57 AM »

Thanks for the c&c Smiley For the lighting, it's supposed to look like the robot is standing in a artificially lighted 'room', i hoped the more yellowish light would accomplish that Sad.
Yeah, I got that. It just looks out of place tho.
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Chris Pavia
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« Reply #1118 on: January 25, 2012, 09:55:45 AM »

Also, compositionally, it's a bit weird that he's looking off the right edge of the image. I probably would have put him on the left side so that when I follow his eyeline I'm looking further into the image instead of off of the edge of it. I might be nit-picking tho Smiley
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Dragonmaw
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« Reply #1119 on: January 25, 2012, 02:17:24 PM »

The over-detailed texture also clashes immensely with the overall design of the robot and the composition of the image. Overall it looks sorta like early 90s 3D, like the show Reboot.

Generally speaking, with 3D texturing you want to give stuff clear textures with only a few, highly noticeable details. If you go the overdetailed route (ala Gears of War) you have to darken or desaturate the image to make everything blend together better.

The pose is also really stiff and the geometry isn't really that interesting.
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peanutbuttershoes
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« Reply #1120 on: January 25, 2012, 03:34:52 PM »

you guiz just don't understand art.

seriously
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swordofkings128
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« Reply #1121 on: January 25, 2012, 08:20:24 PM »

I actually like it BECAUSE it reminds me of 90s style 3d. however, I do agree with the legs... that's the one thing I really don't like about the picture. they seem a bit bulky compared to the rest of body.

overall though I like it. I think the depth of feild would be a bit more effective if the background with more out of focus, but that's just me... I've always been a sucker for bokehs.
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jonbro
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« Reply #1122 on: January 26, 2012, 05:40:22 AM »

Sculpt practice with blender. Things went seriously wrong with the ears.


Trying for a low poly head. Probably should have made the textures lower res.
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kaboom
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« Reply #1123 on: January 27, 2012, 02:56:54 PM »

Isn't that a little too low on polies? Wink
And turn off the shading/lights and make the texture self illuminating. The "shades" kind of mess it up right now.

Instead of wasting space I present you my latest brainfart.



« Last Edit: January 28, 2012, 05:59:56 PM by green » Logged

Geti
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« Reply #1124 on: January 28, 2012, 06:47:40 AM »

@green: I can't see the lock's texture in there, where are the UVs? Looks neat for something so simple, would be nice to see it in a dungeon crawler or similar.




4 modular plants sharing the same 64x64 diffuse+alpha texture.

Shoot: 10 tris
Grass: 22 tris
Corn (unpicked): 78 tris
Corn (picked): 42 tris

Tri counts include double-sided faces twice to indicate potential performance more accurately. A few could easily be trimmed from the corn by removing the doubled faces on the cobs, not sure if it's worth it though Wink Might make a lower LOD for use in giant corn fields.

Need to simplify the grass a little more I think and make a "large grass" piece, then maybe do a small scene with them and a fence and a little farmer or something.

Blender 2.60
1.5 hours.

Does anyone have settings that work reliably for keeping textures completely unfiltered in blender? Every time I think I've found it something goes wrong, so I fiddle with the texture filter settings (filter size = 0.10 is as small as it will go, and seems way, way smaller than "minimum filter size", closest to clean I can get it..) until it works for another render or two. Would be nice to know exactly what's going on Crazy
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