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879810 Posts in 33007 Topics- by 24380 Members - Latest Member: hirokoae46

May 25, 2013, 02:03:22 AM
TIGSource ForumsDeveloperCreativeArt3D thread
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poe
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« Reply #1125 on: January 28, 2012, 07:13:04 AM »

Damn Geti that looks awesome, you should do the KAG characters in 3D Wink
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« Reply #1126 on: January 28, 2012, 07:24:24 AM »

Geti: Turning off mipmaps (under System in Preferences) is the best you can do, though it doesn't eliminate filtering altogether (still some at glancing angles).
You aren't rendering with interal are you? If it's low spec stuff you should probably be using Open GL rendering.
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« Reply #1127 on: January 28, 2012, 05:55:00 PM »

@poe: I've considered it. Might do so later on, but it's kinda nice to branch out from KAG in my free time Wink

@surt: I am using the internal renderer because the OGL renderer crapped out when i tried to use it. I essentially just turned everything in the internal renderer off, leaving only texture shading, where the material for those objects is a single texture shadeless material with a really small filter size. Interpolation off.
Mipmaps are off for the viewport and texture, naturally.
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« Reply #1128 on: January 28, 2012, 08:17:47 PM »

@poe: I've considered it. Might do so later on, but it's kinda nice to branch out from KAG in my free time Wink

Fair enough Smiley Look forward to seeing more 3D works from you.
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Geti
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« Reply #1129 on: January 29, 2012, 12:28:32 AM »


Fantasy humanoid face sculpt, thus the funny ears. I think the geometry is a little better than last time. Having trouble with eyes and didn't want to burn time as I've got to go out for dinner, so left it here and then started the below. Not sure how long it took.


Tree attempt 1:



64x64 (top right) texture.
67 faces all up (~60 of them quads) but a lot are double-sided. Likely around 240 tris all said and done with double-sided geometry counted twice.

~1.5 hours including submission dicking about.

Texture wouldn't stand up to mipmapping very well as it's packed super tight but it's tiny so that's normal. There was going to be some fruit around but I've got to head out for a while and wanted to post it, I'd love some crits. Things that jump to mind are that it's pretty damn busy visually and that some of the branches are kinda overstretched. Could get a lot more variation in the leaves with a 128x64 diffuse+alpha map but I'm not convinced it needs it.

Considering doing a few more using the same texture, then mocking up a little jungle creek scene with some leafy bushes and flowers, maybe some faked god-rays for good measure, haha. I'm getting a little faster at the low-poly stuff which is encouraging, back to pixelling tomorrow though.

Can post wires if need be, heading out now.

EDIT:

Severed Alien head before bed.
Nonsense detail but whatever, getting a hang of what tools can be used for what. Might do a texture tomorrow, might not Tongue

Realised I deleted the guy above preventing rework, bugger. I wanted to put some eyes on him after what I learned from this one.
« Last Edit: February 06, 2012, 10:28:35 PM by Geti » Logged

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« Reply #1130 on: January 29, 2012, 10:32:05 AM »

@Geti - Awesome alien head, Geti. I like the tree, too. I think it looks a little bare, though - perhaps you should add more branches.



It watches you. Aaaand that's all it does. Just some kind of weird dark monster.
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« Reply #1131 on: January 29, 2012, 11:00:43 AM »

geti hopefully this is clear but your tree looks kinda dead right now not full at all  but you could easily fill that tree out and use the same texture a good way ive found to make trees is to make clusters and copy and branch them around like this, i started doing this a while back after someone showed how to on polycount but i cant find any of the images any more. so heres this

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« Reply #1132 on: January 29, 2012, 02:07:39 PM »

Very good stuff here, I love the really low poly and almost pixel art textures  Kiss

Here's a few props I did for a game I'm making with friends at school



and here's a character, it's an old wash machine who

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-French indie game dev (Wannabe)-
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« Reply #1133 on: January 29, 2012, 04:05:54 PM »

and here's a character, it's an old wash machine who



I love it but what did he do/is he?
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« Reply #1134 on: January 30, 2012, 07:10:31 AM »


Head sculpt, looking more like heads now. Happy with how it turned out really.

30 minutes + 10 submission. The internet keeps playing up  Lips Sealed

25min Fatty before bed. It's getting a little late to keep going, haha.
another 10 min of my life wasted watching idiot loading rings turn into SERVER TIMED OUT.

Happy with the eyebrows and mouth. Unhappy with the skull shape, the rest is meh.
« Last Edit: January 30, 2012, 07:38:43 AM by Geti » Logged

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« Reply #1135 on: January 30, 2012, 11:28:45 AM »



I have no idea what I'm doing, but it's fun!
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John Sandoval
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« Reply #1136 on: January 30, 2012, 11:33:25 AM »

Glorioussssss
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« Reply #1137 on: January 30, 2012, 02:32:07 PM »

and here's a character, it's an old wash machine who


I love it but what did he do/is he?

Thanks ^^ Actually it's a character of our game wich take place in a city where cleaning is the main thing, and this wash machine is an old machine (with parkinson), so he keeps shaking, but thanks to the broom in his hand, he can keep on cleaning :D (In the gameplay we go inside it, and he spits the player far away)
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« Reply #1138 on: January 31, 2012, 11:12:08 AM »

oh man that's cool
Huh?
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RyanB
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« Reply #1139 on: January 31, 2012, 01:38:03 PM »

I've been making stuff for the Unity Engine for the past five months.  Lots of particles and one big modular cave system.

Caves: http://www.youtube.com/watch?v=zjTDfWW9jT8

Latest particles: http://www.youtube.com/watch?v=JT0oQis5WNw
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