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| Pages: (56) « First ... 7 8 [9] 10 11 ... Last » ( Go to first unread post ) | ![]() ![]() ![]() |
| DarkSpyda04 |
Posted: May 11 2012, 12:24 AM
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Vertex-welding maniac Group: Members Posts: 650 Member No.: 829 Joined: 22-December 11 |
@The Mortician
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| DXP |
Posted: May 11 2012, 06:09 AM
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Mark III Cyber Commando Group: Team96 Posts: 1,939 Member No.: 3 Joined: 23-June 08 |
@Darkspyda are we going to be seeing some doors on the sides of that container soon? |
| The Mortician |
Posted: May 11 2012, 11:22 AM
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2D/3D Artist & Coder Group: Team96 Posts: 2,243 Member No.: 6 Joined: 25-June 08 |
Hehe,
working on modern looking environments is easy, furniture today is so primitive in its shape that it just takes a few seconds to build something that fits into the scene. Would love to see some not-RE environment from you DXP |
| The Mortician |
Posted: May 11 2012, 03:54 PM
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2D/3D Artist & Coder Group: Team96 Posts: 2,243 Member No.: 6 Joined: 25-June 08 |
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| DarkSpyda04 |
Posted: May 11 2012, 06:26 PM
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Vertex-welding maniac Group: Members Posts: 650 Member No.: 829 Joined: 22-December 11 |
@The Mortician What I really like about the scene are the plants. Did you make them yourself or were they available as a preset?
Nope :3 |
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| The Mortician |
Posted: May 11 2012, 07:58 PM
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2D/3D Artist & Coder Group: Team96 Posts: 2,243 Member No.: 6 Joined: 25-June 08 |
Thanks
Normally, when I integrate plants in scenes I often tend to use some stuff that is already available on the net and tweak it, because there are some plants which are a pain to do and it costs to much time :/ Especially plants that have huge, wide leafs. These palm leafes are a lot easier to create and once you've done some of them it's just a copy & paste job to make it look a bit fuller. Combined with blender's nice specular lighting and some basic plant textures you get something like this easily The trunk is very primitive and was a simple extrusion job, after I had a rough trunk I just smoothed it. But plants are the only organic things I've ever modelled. Never modelled human's or animals. |
| DarkSpyda04 |
Posted: May 11 2012, 09:21 PM
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Vertex-welding maniac Group: Members Posts: 650 Member No.: 829 Joined: 22-December 11 |
Alright, next update.
Added: -Interior -Doors -Indentations -ExteriorCamera02 -InteriorCamera00 As complete and as satisfying as the model may be at this point, there is still progress to be made. I'll leave the interior bare as I'm just making the container itself and not a scene. The only things I can think of are sprucing up the back of the container and the front before going into the texturing stage; maybe even make a side hatch. FYI The doors are their own seperate mesh so that they can be manipulated easier while everything else is attatched. Also, I'm making sure that there are no polygons with more than five verticies, that there are no unecessary verticies, and that all verticies are welded properly. If done correctly, the mesh(s) may be importable into game engines. 1428 verticies so far but it's alot better than my 2000 vertex bracket (I bored actual holes into it rather than using an opacity map). Screenshots: http://i897.photobucket.com/albums/ac172/D...or_Camera01.jpg http://i897.photobucket.com/albums/ac172/D...or_Camera02.jpg http://i897.photobucket.com/albums/ac172/D...or_Camera00.jpg EDIT: Next update will be the completed product of the untextured model itself. I put alot of work into it and surprisingly the container itself ain't too bad on the vertex count at 3176 verticies. I could reduce the number even further by removing unnecessary verts left over from mirroring, even. What really eats up the count are the doors which have enough detail in them by now to eat up 2928 verticies for just one of the two and that's not even counting the handles and padlocks attatched to them. Had I not gone so far into detail working on those doors, the vertex count might not exceed 5000 but now it looks like we're going into the 10k's. Come to think of it, the truck in C2keo's background had a freight container on the back of it. I already have a fairly sweet .JPG of a container truck which is as equally an ambitious project as the container itself. http://greentrans.co.za/wp/wp-content/uplo...ainer-truck.jpg Maybe I can remake the scene just yet if I don't pay any attention to recapturing the camera angles exact. That said, the camera will still never capture the back of the truck where the container's doors are so I can save many a poly by either removing or dampening the detail. |
| DXP |
Posted: May 14 2012, 08:29 AM
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Mark III Cyber Commando Group: Team96 Posts: 1,939 Member No.: 3 Joined: 23-June 08 |
Nice work Darkspyda!
here's something non-RE i'm working on: ![]() Its far from finished and every-time I think i've finished it I add another thing to the mix >.< |
| DarkSpyda04 |
Posted: May 14 2012, 10:16 PM
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Vertex-welding maniac Group: Members Posts: 650 Member No.: 829 Joined: 22-December 11 |
Holograms? This isn't Resident Evil; this is madness! Right, so I went and fixed the object pivots so that they could be manipulated correctly and set up link info. Now once you scale, rotate, or move the container, everything scales, rotates, or moves along with it. Same can be said for padlock pins linked to padlocks and padlocks linked to doors. The only other thing I did was widen down the sliding door. Even if you can see part of the mesh sticking through it in the viewport, it displays correctly when rendered.
The model remains untextured but I figured it's worth an upload so that everyone could see the completed product first hand. To create this, I used Autodesk 3Ds Max 2011 so even if you have 3Ds Max, it might still be incompatible. https://rapidshare.com/files/501874700/FreightContainer.max BTW if you right click on the screenshot links above and then left click off it will display the full name of the link. Another random thing is that I've discovered that Capcom never rigged characters with bones, but rather linked the limbs together. That's how it appears to be at least. That's why I can do this: Annette smash!! Or even this I'm wondering if I should even rig the characters with bones since I find it both fun and easy to link limbs together and animate them that way. The most I need to do is adjust the pivots so that the limbs don't detatch from the body illogically. |
| DXP |
Posted: May 16 2012, 09:25 AM
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Mark III Cyber Commando Group: Team96 Posts: 1,939 Member No.: 3 Joined: 23-June 08 |
Here's something i've just finished: ![]() ![]() ![]() Think my mind just hit overdrive mode >.< |
| DXP |
Posted: May 24 2012, 07:08 PM
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Mark III Cyber Commando Group: Team96 Posts: 1,939 Member No.: 3 Joined: 23-June 08 |
Just realized I've not added anything in a bit should have something to show soonish >.<
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| DarkSpyda04 |
Posted: May 27 2012, 11:30 PM
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Vertex-welding maniac Group: Members Posts: 650 Member No.: 829 Joined: 22-December 11 |
And yes, I'm still working on the freight container. I've come across some reference photos after UVW unwrapping the entire container only to realize that there's alot to be desired.
I've also come to realize that high-poly models are actually scenes within themselves. Where a low-poly model is made with the intention of a completed product, a high-poly model much be designed not as a product, but a scene of individual, fleshed out components which each recieve as much attention as a low-poly model would. To say that you're going to create a scene of high-poly models is you bullshitting yourself with an unbearable amount of work. It would take a team of people; each person given a high-poly model that they are assigned to in order to pull off such a scene in the end. |
| DXP |
Posted: May 28 2012, 10:09 AM
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Mark III Cyber Commando Group: Team96 Posts: 1,939 Member No.: 3 Joined: 23-June 08 |
Do you mean in terms of something like a high poly mesh of a prop or just anything high poly in general?
A rule of thumb is when working with high poly and its going into games is to bake all the detail from the high to the low poly model but that depends on how poly the mesh is and how many polys a games engine can take. I'll throw something of mine into the mix here: DXP'S ED-209 It's true what you say as each part of this model is all separate meshes and obviously if I were to animate the model to look like ED-209 from the film there is a cluster bomb of moving parts and to do that with a 3d mesh....yeah I won't go there my mind was fried bad enough when I finally got the overall shape finished, maybe later on I will have something new to show when Imgur is not overloaded bloody thing. Oh and btw Darkspyda i'm loving the text in your sig Edit: here we go ![]() Working in UDK is really bloody easy as is lightmapping a mesh in maya not finished yet but should be done soon...I hope. |
| Mrox2 |
Posted: May 28 2012, 01:10 PM
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The Cradle of the Progenitor Virus Group: Members Posts: 1,789 Member No.: 322 Joined: 22-August 10 |
Mature Filter "Scared" LOL Damn @_@ |
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