by iichiversii » Wed May 09, 2012 3:49 pm
A little something i was working on, nothing special, gives us feedback please ruin.jpg
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iichiversii
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by iichiversii » Wed May 09, 2012 3:50 pm
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by numbthumb » Wed May 09, 2012 6:31 pm
Very nice work Is this where the "knife kick" kicks in ?
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by Ecuadorian » Wed May 09, 2012 6:47 pm
Nice modeling. You could try to find a background with more resolution.
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by pbacot » Wed May 09, 2012 6:58 pm
Very nice. This has some great potential. I only crit because I want to see more...
Doesn't look like a common Afghanistan background (mountains?) But have I been there? No. Some of the stones around the openings look like they should have fallen in by now. Artistic license?
Is this for a game?
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by iichiversii » Wed May 09, 2012 7:31 pm
numbthumb wrote:Very nice work Is this where the "knife kick" kicks in ?
lol, knife kick was only a animation test numbthumb, you should see what i have now, iv moved onto the gaming side of things thu, sorry about the background, i wasnt trying to make a scene, just rendering the ruin with a HDR for quick result, yes its 1 of many concepts for a game in preproduction, hopefully lol
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by numbthumb » Wed May 09, 2012 8:22 pm
iichiversii wrote:lol, knife kick was only a animation test numbthumb, you should see what i have now
Aah, something like "say hello to my little friend" stuff? And is that Shaderlight?
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by iichiversii » Wed May 09, 2012 8:25 pm
numbthumb wrote:iichiversii wrote:lol, knife kick was only a animation test numbthumb, you should see what i have now
Aah, something like "say hello to my little friend" stuff? And is that Shaderlight?
Belevive it or not but i used crazy talk with the same charater and he says that,lol, yes its shaderlight, baught the lience last year, very easy to use but restricted in some areas unfortunately
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by Hussel Hann » Thu May 10, 2012 1:55 am
what you've done really amazed me. ...because I have no idea how u build the wall. looks like u model the brick one by one and put them together and then smash it with a SWAT's metal ram using Sketchy Physics. I really want to know how u create that openings.. Thanks!!!
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by mitcorb » Thu May 10, 2012 3:04 am
Good job on first image. I actually like the feel of the scene as is. Maybe the timbers are popping out more than you might like.
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by iichiversii » Thu May 10, 2012 1:07 pm
Hussel Hann wrote:what you've done really amazed me. ...because I have no idea how u build the wall. looks like u model the brick one by one and put them together and then smash it with a SWAT's metal ram using Sketchy Physics. I really want to know how u create that openings.. Thanks!!!
Ok ill give a quick tutorial to ow i did it, not sure if its the only way it can be done but this is my workflow. First i build the house first with out any flaws, in this image under you will notice the building on the left has no flaws with stone work but has with the woodwork, ill show you a quick tutorial with this also. 2 buildings complete.jpg Once i have the building made i remove each wall which are all saved as seperate groups or componants, i the use the line tool to trace out sections of stone i want to remove as illustrated in the image below. Tutorial image.JPG And to create the weathered timber look under you will find another tutorial. DENT%20PROCESS.png
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by iichiversii » Thu May 10, 2012 1:17 pm
mitcorb wrote:Good job on first image. I actually like the feel of the scene as is. Maybe the timbers are popping out more than you might like.
Sorry i should of mentioned, my models are based on a cartoon war game, i over exagerate in my models to add to the look and feel of the game, glad you like it thu 
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by iichiversii » Thu May 10, 2012 11:26 pm
Heres a little more added to the scene, not finished yet, more to be added, I would like to point out the pallets, the pallet is a tutorial in Robin de Jonghs book "google sketchup for game design" fantastic tutorial and if you have issues with texturing in SU you wont after doing the pallet tutorial, thats for sure, the book is great but im running into problems with some parts but thats due to my lack of knowledge of using Gimp and Unity3D, will add more to this scene in the next few days,  more added.jpg
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by Roger » Fri May 11, 2012 12:09 am
Have you looked at the histograms of your images? The histograms are so dark that in some of the images, I can not see the buildings at hall. Had to take them into PhotoShop and redo levels just to confirm there is an image.
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by Hussel Hann » Fri May 11, 2012 1:46 am
Thanks for the tips and tuts Damien.. Appreciate it so much.. Thanks!!! (  x 100)
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by iichiversii » Fri May 11, 2012 1:53 am
Roger wrote:Have you looked at the histograms of your images? The histograms are so dark that in some of the images, I can not see the buildings at hall. Had to take them into PhotoShop and redo levels just to confirm there is an image.
I'm sorry I didn't relise, the brightness is so high on my comp it looks fine but I'll bare that in mind in future, cheers for the heads up 
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by iichiversii » Fri May 11, 2012 1:56 am
Hussel Hann wrote:Thanks for the tips and tuts Damien.. Appreciate it so much.. Thanks!!! (  x 100)
No problem at all Hussel, I'm only glad to help out, if you need anymore help sure get back to me, hope the tut was clear and concise, 
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by pbacot » Fri May 11, 2012 2:15 am
Funny the settings can be so different. The images look more detailed on my screen like this: afghan.png and it's a cool technique. Trying to see how it can apply in other models. Thanks!
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by iichiversii » Fri May 11, 2012 7:18 am
Thanks Peter, glad you liked it, will post up a better image at some point today, i find your image very bright, maybe its my comp but we will see with the next image, ill get working on it with more added detail 
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by iichiversii » Fri May 11, 2012 2:08 pm
Ok here are a few more images with lighting improvments, also some close ups to enthisize the detail of the pallet and the stone work, let me know if these images are too dark, ill redo them again. improved lighting.jpg close up.jpg
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by pbacot » Fri May 11, 2012 4:47 pm
Looks good! It still has a certain darkness and redness, like an overcast dusk, but that may be what you're after. a very quiet mood. Where'd all those palettes come from?:enlight:
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by iichiversii » Fri May 11, 2012 4:56 pm
It's exactly the setting I was looking for, the pallets is a tutorial in the book "google sketchup for game design" I only got it last wk and tried out the tutorial, fantastic tut on how to create a pallet with the right texture applied, took just under an hr to complete but it taught me a lot on texturing in SU
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by iichiversii » Fri May 11, 2012 5:26 pm
I'll post the pallet skp file tomorrow, I won't be giving a tut on it as its in the book I mentioned and it just wouldn't be fair on the author, I strongly recommend this book, helped me a lot in understanding textures and creating textures
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by Hussel Hann » Sat May 12, 2012 3:03 pm
Simply Wow!
The terrain is blur on the last image. Is it due to the texture resolution? One more thing sir, is there any reason why the terrain is not looking "alive" like the bricks? (No bump)
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by iichiversii » Sat May 12, 2012 3:06 pm
I haven't worked on the terrain yet, only the building and props, will work on the terrain later 
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by Ecuadorian » Sat May 12, 2012 6:53 pm
Thank you, Damien. Nice tut! 
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by iichiversii » Sat May 12, 2012 7:22 pm
Ecuadorian wrote:Thank you, Damien. Nice tut! 
Your welcome, if anyone is doing something like what iv showen in the tut feel free to post your image here, and if you would like to add to it I would like to hear it here too, I'm not perfect, cheers again
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by Hussel Hann » Mon May 14, 2012 9:23 am
Hi Damien...
After seeing your tips & tuts, here is what I came up with. A Smurf's house. Still pretty rough + my hand is not sturdy enough when using "free hand" tool to create those rough wood effect.
Looking forward for your next masterpiece...
Thanks!
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by PALADIN_BS » Mon May 14, 2012 9:49 am
Amazing work.
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by iichiversii » Mon May 14, 2012 12:48 pm
Awe I see you joined us on sketchucation Paladin, about time for you, welcome to sketchucation, I'm sure you will learn a lot here to improve your SU skills 
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