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Messages - Nightrogue

Pages: [1] 2 3 ... 6
1
The Hydlaa Plaza /
« on: August 06, 2005, 06:59:42 am »
err.....the links work fine with me. Are you sure that thats the problem?

2
The Hydlaa Plaza / ROFL
« on: August 05, 2005, 03:51:21 pm »

^^^For those that dont get this one, the guy is taking a break in the middle of painting over a billboard.;) ^^^


^^^Picture someone playing this, and try not to laugh. I failed :)^^^


 :D  :D  :D  :D  :D  :D  :D  :D  :D  :D  :D  :D  :D  :D

3
Fan Art /
« on: July 08, 2005, 01:56:31 pm »
I use 3ds Max 7. I am actually quite frustrated with the wall texture at the moment because I cant find a good, high res, tileable brick texture anywhere. The one im currently using for the bump map isnt detailed enough to be used as a diffuse map. Im looking around for my \" 1000 textures\" cd but i cant find it anywhere. About the carpet, im working on a cloth reactor for it now. About the tower cylinder and table, i agree, and i have since increased the poly count. I am firmly in the belief that giving the metallic elements raytraced reflections will actually detract from the picture. Just look at the reflection of the P in the gem on the banner above. I have since improved the gem greatly, but i doubt i will be able to get talad to update it. Im currently adding lens effects to the torches and im switching the shadow engine from advanced raytraced to shadow map. If i could just get a good brick wall texture, i think that should cover it.

4
The Hydlaa Plaza /
« on: July 08, 2005, 01:38:09 pm »
3ds Max and Maya are both considerably more powerful than Blender. They do cost a helluva lot more though.
Quote
Blender is a very professional program and is used in maaany movies since it\'s free.

Err...are you sure? Generally movie producers dont like to skimp on their equipment. Not that Blender is bad, it\'s just that it isn\'t the best, and the best is what movie producers go for.

5
Fan Art /
« on: July 07, 2005, 10:09:58 am »
Okay, ive made the reccomended changes. Im not sure if the tweaking i did with the torch flames had much of an effect, but it looks a bit better overall now. And nilrem, im not sure what you mean about the wood being too polished. If you look at the bottom of the weapon rack it\'s anything but polished, and though the hafts of the spears are, they are meant to be.


6
Fan Art / 3d Tower Room Scene
« on: July 06, 2005, 07:00:21 pm »
Well, I cant think of anything witty to put here, so yeah, just.....tell me what you think i guess.



P.S: Yeah i know, the view from the window doesnt match. Its the only thing there i didnt make myself, so ill get around to making up a proper view sometime.

7
The Hydlaa Plaza /
« on: July 03, 2005, 11:03:38 am »
Well ive made some fairly significant changes to it, mostly because i realized everything was out of proportion to the fighter. Its a lot bigger than it looked in that pic. I ended up getting rid of the flammable sticker entirely, as when i put it in perspective you could barely see it anyway. Same story with the original floor texture.





Theres a closeup of the marine guarding the ramp here:
http://img71.imageshack.us/img71/5858/marine5ky.jpg

No way im going to make another animated version until im absolutely sure its finished. It takes too long to render. Four minutes per frame X 40 Frames = 2 hours and 40 minutes. 8o

8
The Hydlaa Plaza /
« on: July 02, 2005, 09:34:16 am »
This is a loading/menu screen for DualZone, a game me and a friend are making. I had to butcher it a bit to get it under a megabyte, but the basics are still there. Just picture it bigger, higher res and less jerky and tell me what you think.  ;)

http://img300.imageshack.us/img300/1493/loading30js.gif

To make it a bit easier to imagine it at full detail, heres a high-res still shot.



P.S: The ship is the Shard, still my signature fighter, and one of my favorites. There\'s what WAS a detailed pic above, but ImageShack has been very cruel to it :( .

P.P.S: Thx everyone who posted here! :) .

9
The Hydlaa Plaza /
« on: July 02, 2005, 08:00:01 am »
VERY nice, at least as far as im concerned. While the imperial isnt perfect, im reluctant to criticise as I couldnt do anything nearly as good on paper OR a wacom. Keep it up!

10
Fan Art /
« on: July 01, 2005, 02:01:28 am »
Nice. Did you model everything yourself?

11
Fan Art /
« on: June 30, 2005, 04:37:25 pm »
i might be wrong rosmelmer, but isnt .blend a project file rather than a model? e.g you save it rather than export it. 3ds Max saves files in .max format, but exports with 3ds. I think that blender saves in .blend and exports mainly with .obj. If so, then .blend format is completely useless to anything other than blender itself.

BTW, check what question five is again. I think you misread it ;)

12
Fan Art /
« on: June 30, 2005, 10:20:55 am »
1) 3ds Max 5

2) Nothing. I was given it as a gift. Average price is around $3500

3)The main file type it exports is .3ds, but other popular types include .obj, .dxf, .w3d and .xml

4).3ds defianately. Not the best question really as most major moddeling programs have their own default file format.

5) Err, im not sure. 5 or 6 maybe?

6) Many 3d engines use some variant of .obj, so that is where i would start.

13
Development Deliberation /
« on: June 27, 2005, 10:31:21 am »
I would like to join if i could, but if i cant what i would like to see is a list of WHAT THE HELL THE DEVS NEED! At the moment all i know that they need in regards to 3d models are \"everyday objects\". What kind of everyday objects? How can i know if one object has been done before? I wouldnt mind simply contributing, but its good to know what exactly they want you to contribute.

14
The Hydlaa Plaza /
« on: June 26, 2005, 08:10:13 pm »
Anyone remember Cosmo\'s Cosmic adventure, or crystal caves? I used to play them heaps  :)

15
Fan Art /
« on: June 26, 2005, 06:29:05 pm »
If this is your first try at modelling, I would definitely not recommend modelling humanoid heads. There is nothing, and I mean NOTHING that the human brain is better at picking up discrepancies with. Just think how many thousands of faces you are capable of recognizing. That combined with the simple fact that the human head is an extremely complex object makes it one of the biggest challenges a 3d artist can face. I have been doing 3d models for about two years, and i have yet to make a human head look particularly realistic. My advice to you is to start small, with things that use simple shapes, eg hand tools or boulders, or things that dont require much adherance to real life conventions. While this might not be as exciting or rewarding, it does teach you the skills you need to model more complex objects, such as plants or monsters and maybe eventually even humans. To be brutally honest, I have difficuly recognizing the human head as such, and im not sure where the eyes of the monster head start and the mouth begins. The latter problem could be fixed by some basic texturing if you feel youre up to it, or if you want you can email the model to me at Myomerhead@hotmail.com and I will texture it for you myself. Please understand that it is not bad for a first attempt, but then your first attempt probably should not be something so difficult in the first place. But anyway, keep up the good work, and who knows, you might end up becoming one of the best. ;)

[EDIT] if you want to send me the model, .3ds format would be best, though I can make do with any standard 3d file formats if necessary.

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