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What is everyone working on? #2 (Forums : Pimpage & Posing : What is everyone working on? #2) Post Reply
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Smallchange
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Smallchange GDI, 101st Airborn Division, Firehawk Pilot
Aug 25 2012, 2:59pm Anchor

Looks amazing K21, only other thing i see, is that for some reason, the patch of bricks above the cutting tanks and then again on the other side at the end of the car-tire-ramp-things... The bricks just look like they're on top of the plaster, instead of the plaster being gone... :/    all the other brick looks great though... 

I think it's definitely good enough for a portfolio! :)

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Mod DB - Game Mod Manager
Mod DB - Game Mapper

Aug 26 2012, 7:33pm Anchor

Continuing working on WorldAlpha.  Getting close to Alpha testing.

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Site: Worldalpha.com
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Arcones
Arcones I don't even know...
Aug 26 2012, 9:19pm Anchor

A friend and I have been working for a bit on a city in Platinum Arts Sandbox. Still heavily work in progress. The goal for now is to just build certain "assets" first (houses, stalls, walls, etc). Thoughts? I'll try to provide closer screens later.

Update on the City

Aug 26 2012, 9:44pm Anchor

Working on a Sonic Generations mod. We're re-creating several levels from the Adventure era, but in the Generations style. I really wish I was a better level modeler.

Dragonlord
Dragonlord Linux-Dragon of quick wit and sharp tongue
Aug 27 2012, 6:19pm Anchor

A little experiment...

DX:HR itself had been a rather mediocre game compared to the original Deus-Ex but nevertheless I liked one graphical trick a lot and that's the waving of canvas covers held in place on all sides. I recreated the effect in Blender using a static quad (4 points only, not moving) and some node material.

Two example videos one with parameters for weak/gentle wind and one with parameters for strong/violent wind.
 

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Leader, Head Programmer: Epsylon | Drag[en]gine Game Engine

User Posted Image by Salohcin

Jazzbyte123
Jazzbyte123 Modder and (growing) game developer.
Aug 27 2012, 7:56pm Anchor

Fancied making a combine skin influenced by the troops in the Killzone series after I havn't done some modding for a while now. Turned out pretty nicely, tried to get the phong shader looking how it does along with the eyes. 
Influenced Soldier

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User Posted Image
User Posted Image

Aug 28 2012, 9:38pm Anchor

Bloody cool DragonLord.

MtM0201
MtM0201 Composer
Aug 28 2012, 11:27pm Anchor

Just a small piece I worked on about a month ago, enjoy.
Soundcloud.com

Edited by: MtM0201

Aug 29 2012, 1:43am Anchor

Nose Sketches
J
ust some sketches/Art practice.

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Arcones
Arcones I don't even know...
Aug 29 2012, 9:41am Anchor

My, that is a beautiful nose!

*Sarcasm aside, really nice job ;)

Aug 30 2012, 8:37am Anchor

Modeling wolf puppy for Shinya.
Wolf puppy model

LucianoGiacomozzi
LucianoGiacomozzi Composer/Voice Actor
Aug 31 2012, 4:29pm Anchor

Good work everyone :)

@Jazzbyte123: I like the skin, so I decided to just edit the picture a little:

Killzone Skin Pic Remix

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Luciano Giacomozzi
Soundcloud.com

Jazzbyte123
Jazzbyte123 Modder and (growing) game developer.
Aug 31 2012, 9:24pm Anchor

@LucianoGiacomozzi WOW dude that looks so awesome! Thankyou for chosing my pic too, I'm glad you liked it :)

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  • Intel Core 2 Duo E4500 2.2GHZ
  • Windows 7 / Ubuntu Lucid Lynx 10.04 (Dual-Boot)
  • 2048mb Ram (2GB) Corsair 677mhz
  • Creative Xmod X-Fi USB Sound Card
  • Nvidia Geforce 9800GT 512MB

User Posted Image
User Posted Image

Sep 3 2012, 10:44pm Anchor

Just uploading my Team Fortress 2 MVM Advanced game onto Youtube :) Haven't really done much else but a little video editing here and there. Loving some of the work I'm seeing, that Combine looks badass Luciano.

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My Youtube Channel where I make gaming related videos & more! 
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Follow me on Twitter to find out what I'm up too :) 
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LucianoGiacomozzi
LucianoGiacomozzi Composer/Voice Actor
Sep 4 2012, 11:12am Anchor

A new track I have just composed for the OverDose soundtrack:

Edited by: LucianoGiacomozzi

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Luciano Giacomozzi
Soundcloud.com

Dragonlord
Dragonlord Linux-Dragon of quick wit and sharp tongue
Sep 4 2012, 4:40pm Anchor

You have a direct link to it? Whatever it is, it's blocked.

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Leader, Head Programmer: Epsylon | Drag[en]gine Game Engine

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Sep 5 2012, 8:06pm Anchor

Not working on a game at the mo but im working as if i was. I've come up with an idea for a tower defense C&C hybrid each of these little scenes are tiles/towers. I'm trying to keep them below 1500 polys and reuse items as much as possible.

All together i have 8 tiles planned, 3 of which are basically finished and they take about a day each to model unwrap and texture.
feel free to give crit

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ComposerGuy
ComposerGuy Composer for Media
Sep 6 2012, 3:16am Anchor
LucianoGiacomozzi wrote:A new track I have just composed for the OverDose soundtrack:


great one. Love the brass, sounds like OBC. Your submission for the stand out contest was cool too.

Cheers

Edited by: ComposerGuy

TKAzA
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TKAzA PolygoneNomNom
Sep 6 2012, 7:15pm Anchor
stocko2k wrote:Not working on a game at the mo but im working as if i was. I've come up with an idea for a tower defense C&C hybrid each of these little scenes are tiles/towers. I'm trying to keep them below 1500 polys and reuse items as much as possible.

All together i have 8 tiles planned, 3 of which are basically finished and they take about a day each to model unwrap and texture.
feel free to give crit


Theres tons you can optimize on that, you could bring that scene to lest 1000, then add more detail, rather than have all those polys on the roof, its 3-4 flat surfaces, so it doesnt need the 19 or so polys there, in addition to that, it looks like you used extrude or slice to make alot of the detail... this can be done better with primitives then added into the mesh to allow the deletion of hidden faces.

The textures look good, they remind me a bit of cnc generals, the distance you screencaped at works well for the detail level of the scene, it looks like it would fit into a rts game easily.

Edit: something like this

Edited by: TKAzA

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TKAzA moddDB Content Manager
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Sep 7 2012, 3:01am Anchor

Thank you TKAzA i shall take another look through each scene and see where i can trim back a bit more. now ive had somebody else point stuff out i can see a million things i can do to reduce the poly count lol.

Edited by: stocko2k

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SinKing
SinKing bumps me thread
Sep 7 2012, 5:41am Anchor
TKAzA wrote:

.... it looks like you used extrude or slice to make alot of the detail... this can be done better with primitives then added into the mesh to allow the deletion of hidden faces.



By that do you mean something like, instead of extruding, adding another (e.g.) cube and transforming it? Then combining the two into a new object/model?
I'm trying to figure out how that saves polys, but I don't see the benefit; trying to though.

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TKAzA
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TKAzA PolygoneNomNom
Sep 7 2012, 5:52am Anchor

Models dont need to be all one mesh, you can fill details with primitives, then delete the backfacing.
On that point you can also just extrude from edge, this way you don't get all the other junk box extrude leaves behind.
Both methods work, the end of the day there will always be areas that need optimizing, what i'm saying is you can model with out having to optimize tons before you uv map.
Nothing worse than finishing a uvwrap to only find masses of unoptimized spots.

Edit: This is how it saves on poly, after inserting and extruding you are left with polys that have no use as they are all on the same planar angle. The other option is to fake these details with primatives.


Edited by: TKAzA

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TKAzA moddDB Content Manager
Copyright, Mod or Group issues PM me.
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LucianoGiacomozzi
LucianoGiacomozzi Composer/Voice Actor
Sep 7 2012, 6:23pm Anchor
ComposerGuy wrote:
LucianoGiacomozzi wrote:A new track I have just composed for the OverDose soundtrack:


great one. Love the brass, sounds like OBC. Your submission for the stand out contest was cool too.

Cheers


Thanks man! The brass was from Albion I. Thanks again! I appreciate it!

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Luciano Giacomozzi
Soundcloud.com

SinKing
SinKing bumps me thread
Sep 7 2012, 7:40pm Anchor

Ahh, now I see where you are getting at Tkaza. Thanks for the additional info. I didn't really think about it all the way. I see how this method reduces polygons quite significantly. I'm gonna have to try it out for myself. Especially uv-ing can be quite different I suppose. It's a common problem in modeling for me that I often don't break things down enough. I do now more than before, but it's still not enough to be really optimal.

I really need to figure out how to export and handle sharp edges and smoothing groups. I need to work more with actual game engines, like UDK.

Edited by: SinKing

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Dragonlord
Dragonlord Linux-Dragon of quick wit and sharp tongue
Sep 7 2012, 7:49pm Anchor

Depending on the rendering method (forward, deferred) saving on polygons doesn't necessarily improve performance. You save on the triangle count but the number of touched pixels does increase (in the worst case if triangles happen to be rendered back to front). Hence it's a trade-off between more vertex shader work (more triangles) or more pixel shader work (less triangles but larger number of covered pixels). Also if there is the possibility for somebody using a transparent material on such a model these tricks can also backfire.

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