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May 28, 2024, 05:09:00 PM

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TIGSource ForumsDeveloperArt (Moderator: JWK5)3D thread
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jddg5wa
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« Reply #2760 on: February 16, 2014, 05:10:47 PM »

Making an arcade cabinet. Also tested with a way to display my 3D renders but I've realized I need to modify the design to show larger photos.

HiRez: http://www.pictureshack.us/images/94075_WIP_Renders_Display__Mid_Resize.png



Anything I could improve on? I am still testing what works so feedback is very appreciated. Thanks!
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"Around here, however, we don't look back for very long. We keep moving forward, opening new doors, and doing new things, because we're curious and curiosity keeps leading us down new paths." - Walt Disney
Geti
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« Reply #2761 on: February 16, 2014, 05:16:54 PM »

I feel that some more interesting lighting than just AO would go a long way even with a textureless model.
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jddg5wa
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« Reply #2762 on: February 16, 2014, 05:28:28 PM »

I feel that some more interesting lighting than just AO would go a long way even with a textureless model.

Well there is a very soft shadow light setup alongside AO but, yea, it's not much. Also what do you mean by "more interesting"? 
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"Around here, however, we don't look back for very long. We keep moving forward, opening new doors, and doing new things, because we're curious and curiosity keeps leading us down new paths." - Walt Disney
Geti
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« Reply #2763 on: February 16, 2014, 08:45:57 PM »

"not just a plain white spot/directional"

Wink

There are lots of examples of good lighting rigs out there, here's a good starting point for photography theory http://en.wikipedia.org/wiki/Three-point_lighting
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Lizardheim
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« Reply #2764 on: February 23, 2014, 03:32:20 AM »

how 2 anim8, baby




Don't mind the trippy leg color shifting, artifact of .gif.
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SolarLune
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« Reply #2765 on: February 23, 2014, 07:19:17 AM »

^ Looks a lot like Chibi-Robo. There needs to be more games like that. :O

(Cool model, by the way!)
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Lizardheim
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« Reply #2766 on: February 23, 2014, 11:42:57 AM »

I spent countless hours on that for the DS...
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TheSnidr
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« Reply #2767 on: February 23, 2014, 12:41:31 PM »

Looks great! The overlapping of the leg/body shouldn't be too hard to get rid of though

EDIT:
Working on a skeleton for no particular reason
« Last Edit: February 23, 2014, 01:06:51 PM by TheSnidr » Logged
BomberTREE
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« Reply #2768 on: February 23, 2014, 02:16:26 PM »

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Geti
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« Reply #2769 on: February 23, 2014, 03:51:46 PM »

how 2 anim8, baby
nice to see you posting Smiley you could mask the legs overlapping the body by putting some little leg slots there perhaps, or modelling the basics of the mechanism behind them.

Working on a skeleton for no particular reason
nice model, really like where the skull is going and how you did the shoulder and pelvis areas.
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Pishtaco
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« Reply #2770 on: February 24, 2014, 11:24:10 AM »



Officer, midshipman, sailors and 18 pounder.

These will be fairly small on screen, and I don't know how to do animation  Undecided. I'm pondering something stop-motion style, with, say, a four frame walk cycle.
« Last Edit: February 24, 2014, 10:28:52 PM by Pishtaco » Logged

Lizardheim
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« Reply #2771 on: February 24, 2014, 04:02:55 PM »

Making something move is easy, the tricky part is making it look good.  WizardToast Right
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sparkling vinegar
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« Reply #2772 on: March 02, 2014, 03:45:45 PM »

Longtime ago we helped a friend on his graduate game on UNITY :













We made all these characters in a week and ready to be animate.
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« Reply #2773 on: March 02, 2014, 07:12:45 PM »

Weapon shop guy!

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Geti
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« Reply #2774 on: March 02, 2014, 10:51:18 PM »

Portmortem of station raiders here (with play link):

http://forums.tigsource.com/index.php?topic=39176.0

Did a heap of industrial/space 3d stuff and learned a lot about what sucks about my workflow from this project. Happiest with the shader I wrote for it (though I need to write a fallback for SM2.0) though I would have loved to get some plants in there, no matter how little sense that may have made  Giggle

« Last Edit: March 02, 2014, 10:57:20 PM by Geti » Logged

Rilem
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« Reply #2775 on: March 09, 2014, 02:32:25 AM »

Companion for an engineer character. O:
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« Reply #2776 on: March 09, 2014, 03:33:56 AM »

That engineer comanion is awesome! Loved the texture.

I share here a character for a class project. It's flat shaded, and I colored the polygons manually, emulating the lighting. I also did cycle animations, you can check them downloading the Blender project (licensed under CC-BY-SA).

(Click to enlarge)



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primaerfunktion
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« Reply #2777 on: March 09, 2014, 03:44:45 AM »

I love that style. Are the shadows painted or real time? If they are painted, I'd add some on the arms underneath the sleeves and legs too I think.

edit: I'm and idiot. I should have read you post I think. But I'd still add some shadows there. Wink

And thanks for sharing the model. I'll take a look at it, because I'm terrible at making humans.
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kednar
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« Reply #2778 on: March 09, 2014, 03:49:21 AM »

I love that style. Are the shadows painted or real time? If they are painted, I'd add some on the arms underneath the sleeves and legs too I think.
Thanks! They are painted. Yes, firsts models had those shadows, but the shader we were using in Unity used cubic mapping and they looked like painted cloth. Check the early model.

I also wanted to share a low-poly frog with 60 triangles. The challenge was to make it in 50, but this 10 extra tris made the model more interesting.
Download: http://www.blendswap.com/blends/view/69265



Are you guys organizing some low-poly challenges? Would be interesting!
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Geti
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« Reply #2779 on: March 09, 2014, 04:55:47 AM »

That frog is pretty cool. I bet/hope lowpoly hard edged vertex coloured and lit stuff becomes the next indie trend tbh, it's a fun style to roll with (and way fewer barriers to entry than standard modern 3d).


View from a cave into the grim world I've got generating over this weekend using unity, to see what kinda roadblocks get in the way of making standard tessellated volumes happen. Main time sinks were just quirks in getting the colliders to properly update and fiddling with shaders tbh. Distance based fog in this one, no "edge cheating" in a shooter. That always bugs me, standard unity fog suffers from that. Tried to get screen space dithering going but ran into precision issues with the coords and it looked like shit.

Will hopefully get some sort of lighting model together with soft enough shadows to match all the fog, and then do updating the terrain, shooting and multiplayer and bam its ace of spades all over again.

Will look into implementing a more interesting tessellator than standard "lol minecraft" cubes, see what I can do.

Ofc it's just a demo so work takes precedence at this point :^)
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