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3 Dimensional Chat / Asteric's Models and Media

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lazerus
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Posted: 22nd May 2010 22:47
Well i havnt wore a shirt since thurday even while i was shoppin for clothes today

bad habits lol.

Toasty Fresh
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Location: In my office, making poly-eating models.
Posted: 23rd May 2010 00:54
Quote: "Not true, grips on pistol's is just basic noise"


Well I wasn't talking about the noisy parts of modern polymer pistol grips, I was referring to the crosshatching you might find on a 92FS or M1911.
BiggAdd
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Posted: 23rd May 2010 01:11
Quote: "Your complaining about the hot weather in England?"


It is getting a bit stuffy I have to admit.

Asteric
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Posted: 23rd May 2010 01:29
30 Degrees here today, anyway, i reckon theres been enough debate on detailing for my liking

Its just my preference, but i like to squeeze every last detail into things.

Mazz426
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Posted: 23rd May 2010 02:23
it looks great so far, can't wait to see it finished

also its no different up in scotland, it was like texas here today...

Toasty Fresh
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Posted: 23rd May 2010 04:53
Of course I'm not saying 'this SCAR will suck until you do it my way' or anything, it's just something to consider when you don't have much time to do a model or whatever.

Although I'll be very interested when it becomes the norm to model in the individual bumps on polymer grips, that would be crazy.
Asteric
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Posted: 23rd May 2010 13:14
Yeah, when working on a tight deadline, your method would prolly be best in most cases, but i just do these for the fun, so no time limits, lets me go crazy with .polygons

Asteric
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Posted: 29th May 2010 20:14
Sorry for the lack of updates, i have been drawn back into UDK. So thats all i have so show, and its not much



henry ham
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Posted: 29th May 2010 20:23
looks nice but is any of that your own media ?

cheers henry

Asteric
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Posted: 29th May 2010 20:43
No mate its all from the UT library. I dont add media of my own in until i have blocked enough ut, so that i know wht to add, if you know what i mean.

A r e n a s
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Posted: 30th May 2010 17:31
It would be awesome if you could do some modelling for Calibre, as Maxi has mentioned previously Though maxi has improved alot now with his models, it would be nice to have you on board, even if its just the odd model If your at all interested in the idea, then contact me on msn:



I realise that you are probably very busy and wont be able to do much if anything. But cudos on your models all the same

Asteric
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Posted: 30th May 2010 17:59
Thanks for the offer, i will add you on MSN.

Asteric
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Posted: 2nd Jun 2010 15:13
Not sure if anyone was interested, but i will throw these out here anyway, been doing some more work in UDK, and managed to create my own water material/shader, thanks to this overview on materials for UDK i found on the net, trust me to lose it though.





Water Material Setup


CoffeeGrunt
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Posted: 2nd Jun 2010 15:29
Yeh, water materials in UDK are a fine art...

Yours looks quite sweet. Are you using a render to texture?

GFX_0001
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Posted: 4th Jun 2010 19:02
What 3D modeller do you use? And can you teach me how to make gun for FPSC? Im stucked at making guns that cannot be use in fpsc. Please teach me...

..::SURVIVE::..
Survive the Night of Assasin.
zeroSlave
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Posted: 4th Jun 2010 19:15
The atmosphere looks awesome. Not sure how to word this correctly, but: Is the volumetric light already in the Unreal engine, or is it something that you had to add yourself?

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
Asteric
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Posted: 4th Jun 2010 19:21
Quote: "Yeh, water materials in UDK are a fine art...

Yours looks quite sweet. Are you using a render to texture?"


Not to my knowledge, i have only really started messing around with materials, ill have a chat with you on MSN.

Quote: "What 3D modeller do you use? And can you teach me how to make gun for FPSC? Im stucked at making guns that cannot be use in fpsc. Please teach me..."


I use 3ds max, but if you are new to modelling, blender is your best bet. I am not sure how much i can teach you though, most of what you learn is best self taught, what did you have in mind?

Quote: "The atmosphere looks awesome. Not sure how to word this correctly, but: Is the volumetric light already in the Unreal engine, or is it something that you had to add yourself?"


Thanks man Im not sure exactly what you mean, as in, is it a feature that is supported in max? Or something that you need to implement? Or in the sense of, do you manually have to create it in UDK?

zeroSlave
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Posted: 4th Jun 2010 19:52
I assume that the screenshots above are from UDK/Unreal? I know that Max can do volumetric lights, but I wasn't sure if it was something you actually had to apply in UDK, like a shader or something (like the water), or is it just a "click to place volumetric light source"

I'm not very familiar with UDK. I have it on my home computer, but I only got as far as opening it, saying, "Hmmm.... looks like there are a lot of things to learn. I'm gonna need to read some tuts.
*Close program*"

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
lazerus
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Posted: 4th Jun 2010 19:56
Quote: "Is the volumetric light already in the Unreal engine"


Hes on about the blooming and light 'rays' in the renders ^_^" they can be both done in max and unreal, depends on how you you want it done really, but the end result isnt too different.

Looks pretty amazing, ill have to take a look see at unreal and Udk an that when i get some spare time, cry engine recently became restricted freeware so ill take alook at that aswell.

Asteric
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Posted: 4th Jun 2010 21:01
Laz, could you send a link for the download page or something? I cant find it anywhere.

lazerus
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Posted: 4th Jun 2010 21:29
http://forum.thegamecreators.com/?m=forum_view&t=168694&b=2

Thats where i read up on it, it was posted up a while back, but i didnt think anything of it since this rig isnt the greatest and can only just about run leadworks island thing, with crap fps ofc.

Asteric
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Posted: 4th Jun 2010 21:48
Yeah LAz, they are still just planning to release it as freeware, lets hope though.

Asteric
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Posted: 4th Jun 2010 23:01


Back to my SCAR !

Been messing with renders and post fx in max/ps.

CoffeeGrunt
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Posted: 5th Jun 2010 00:25
So just the bit at the back that you put against your shoulder then?

It'd be sweet so that puppy finished...

Asteric
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Posted: 5th Jun 2010 03:43
I also have to do the front sights and the rest of the barrel and flash hider. But thats about it

CoffeeGrunt
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Posted: 5th Jun 2010 04:28
Ahh yeh true, couldn't see the rest of the barrel - probably cos it's not there...

Asteric
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Posted: 6th Jun 2010 18:39
So decided to sharpen up my organic skills, and this si proving quite fun.



Asteric
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Posted: 6th Jun 2010 19:00
Update



Asteric
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Posted: 6th Jun 2010 19:19
More updates



Asteric
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Posted: 6th Jun 2010 19:34
Quad post! I think im updating too fast



CoffeeGrunt
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Posted: 6th Jun 2010 22:21
Sweet, looks like some sort of Alien Squid/Rafflesia hybrid!

Are you gonna make a low poly?

Shadowtroid
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Posted: 7th Jun 2010 01:25
Wow! That's really good. Add some more eyes and tentacles and you could enter that into the compo.

Asteric
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Posted: 7th Jun 2010 01:29
You dont check the compo thread much do you?

Shadowtroid
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Posted: 7th Jun 2010 01:30
Oh.

Dang, my bad.

Okay, well it looks great.

(I guess I checked here before the Compo thread. )

Asteric
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Posted: 7th Jun 2010 01:57
No worries man, and thanks for the compliment

Mazz426
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Posted: 7th Jun 2010 21:19 Edited at: 7th Jun 2010 21:20
asteric@

its looking good, you're overlappying a lot of alphas which can work but sometimes leaves detailless gaps which stick out. its looking great though, i'd recommend using the... (testing a few brushes in zbrush)... okay to achieve a decent surface with your model i'd subdivide it till you hit the 500,000 poly mark and then use the formsoft brush, with colour spray and alpha 63, use vertical zig zag strokes with the intensity no higher than 9, hope this helps and feel free to email me if you have any questions or issues

Asteric
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Posted: 7th Jun 2010 22:11
Thanks for the feedback, the mesh is already at just under 1 mil. I know what you mean about alphas, so i was trying to be careful with them, the circular pieces will be detailed into barnacles soon, so they dont have that 1 minute paintover look. I will give that alpha a go, and see what happens, cheers.

PW Productions
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Posted: 8th Jun 2010 05:16
Quote: "the mesh is already at just under 1 mil."


Wow... but it definitely shows!

Asteric
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Posted: 8th Jun 2010 17:31
Thanks man, i will be doing the final details today, and then i can bake this baby down

Asteric
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Posted: 8th Jun 2010 20:48


Model update, added in some more bulk/muscles, and finalizing colours. Next up is the bake, and then i am going to get to work on a nice scene to put him in.

Asteric
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Posted: 8th Jun 2010 21:43


LOW POLY!

lazerus
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Posted: 8th Jun 2010 21:59 Edited at: 8th Jun 2010 22:00
Nice, cage came out quite well. Though he needs more, movability, right now its just a large mass with small tentacles, he needs the inescapable reach of a end boss. Maybe extending the tentacles or having another set wit longer reach. that or he could stretch them to attack,

Isocadia
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Posted: 8th Jun 2010 22:05
Or he could have laser eye under water. And aim with his tentacles ( death star kinda, where the 4 beams meet ( the tentacles point to that point in space ) and the eye shoots through it xD. But I agree with lazerus. atm I think his tentacles would even be to small to move himself forward.

But love the low poly and the textures

Isocadia

Asteric
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Posted: 8th Jun 2010 22:10
Yay, time to redo the low poly and uv map. Thanks for the crit, may be a while before my next update now

JLMoondog
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Posted: 8th Jun 2010 22:35
I actually thought this guy would be the size of a small island. Seems the part. Seamen call it the 'island eater'! Dun dun DUUUUUNN!!!


Asteric
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Posted: 8th Jun 2010 23:47
Yeah, i was aiming for something along those lines, more of a creature that clings itself to rocks and islands, i think that i am going to keep these proportions to be honest, makes a nice variation to the default look anyway.

Azunaki
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Posted: 9th Jun 2010 08:56
when i think kraken i think almost squid in base shape.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
Asteric
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Posted: 12th Jun 2010 20:25
Done some work for my 'foilio, true it may be too early for me to make one, but whatever

Standing at around 4-5 million polies right now, and my pc sure knows it



Mazz426
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Posted: 12th Jun 2010 21:55
looks great, i hope thats in zbrush cos 4-5 million polies would kill max... if you are wanting to export it to max for demo purposes use the decimation tool to produce a much lower poly version, its in plugins just incase you were wondering, great work

Asteric
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Posted: 12th Jun 2010 22:27
Its actually not as bad as i thought, its 2.5 million, right now its actually in mudbox, as i find it easier for doing concrete and rocky objects, so ill export this and throw it into zbrush and decimate it. Then i will re-export and bake in max. Thanks for the comment.

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