Wow. This looks really nice.
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O.M.G!.. It's totally beautiful!
Hey, can you render a 1366x768 when you finish, I'll use it as my wallpaper :D |
Holy... These look beautiful. Absolutely beautiful.
I want to see more!!! |
This is awesome.
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Wow, this is amazing.
+Rep for you! |
It think they're hiring... Well they should be, with dedicated young souls like you about.
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This is awesome!
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Thanks for the nice words guys :) @AvengingGibbons here you go: http://www.wireframebox.com/odd/imag...e_1366x768.jpg This is a realtime screenshot from 3ds max, so the biggest i have it is 1546 x 869, so here is that too: http://www.wireframebox.com/odd/imag...e_1546x869.jpg |
this looks pretty awesome man
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Like I said in PM, nice work ;)
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Good God! Amazing!!
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Spectacular; I look forward to seeing more!
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This is amazing I would love to see more. Could you do a screen of Rupture Farms? that would also be legendary.
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Trully awesome. JAW should be ashamed to not have you with 'em.
If you want some constructive criticizm though, If I was you, I would de-blur/de-DOF that "web" hanging on the scene's left side (a bit or comepletely). Also, in the original screenshot there are much more... string thingies... coming out of the holes in the rocks.... |
Great work! :) Would love to see more Oddworld related stuff! :)
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as for the DoF with the Web and BG, it seems like the web in the original was slightly blur'd so this was to follow that but also cut down on background clutter to the scene to keep the focal point on the foreground. but it was defiantly something i played around with till i got what I felt was a good fit. also you should see the whole thing when I pan the camera up to the next screens. Its so much nicer in motion :O |
I still think you should lessen the blur at least a bit - I mean: player already knows the web doesn't count to playable area (it's not connected to the ground like it does) and it looks like it has less details than it's actually got. But, as you've said, i've not seen it in motion.
What about increasing ground texture to 1024x1024? It's nice, but it has less details than e.g. entrance/ledge (whose textures have the same size while models being much smaller) Also, I'd like to train making 3D graphics more, what good tutorials have you used? (and app) I still can't do crap with textures : o |
Wejust had to collect all 3D assets we'd(i mean all 3D graphics who made any kind of oddworld stuff) created and put it into one place. We'd created almost half of the game together.
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@Varrok
Well the blur is a matter of opinion but I have done a less blur'd one, and changed it on my site too, so here you go: before: http://www.wireframebox.com/odd/imag...temple_old.jpg after: http://www.wireframebox.com/odd/imag...ite_temple.jpg as for the 1024 x 1024 base texture, the way the texture works is its tiled, so the 'stone' objects actually have a texture denser than 512 x 512, so bumping it up to 1024 x 1024 wouldn't change much really, you can't tell its tiling so its been successful. The 'hive' object has a 512 texture on it but because this is NOT tiling the pixel density on screen is lower than the rocks, if you look you can see its more pixelated than the other objects around it, but sush! I didn't tell you that :p as for apps, this was made using 3ds max for 3d modeling, normal map and AO map creation Photoshop for textures, Zbrush for 3d sculpting, nDo2 for some normals stuff such as the base texture. but their are other good option such as Maya for 3d and Mudbox for sculpting, don't over look these! @Fartuess I think with JAW having the original assets and textures. they'll do a far better job than any of us. I might post some work in progress pictures of this, I tend to print screen and save out my progress as something to look back on. |
I can only hope that Abe HD looks like this.
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If you ask me, I think the web looks better now
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![]() http://en.wikipedia.org/wiki/Tilt-shift_photography |
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Yeah they might be better at SOME things but its the user that does the work. try: Photoshop = GIMP 3ds Max / Maya = Blender Zbrush = Sculptris All of the above free programs have LOTS of online tutorials, and this is where a program shines! if you know how to use it and see others use it. you'll want to use it more. look for online forums for these programs and become part of their community, I'm sure they'll help you out. this was made with blender, and its up there with pixar in terms of visual quality! http://youtu.be/YE7VzlLtp-4?hd=1 @AvengingGibbons @enchilado Yeah tilt-shift makes large objects small and macro photography makes small ones look large-ish. its really cool and something you don't need an expensive lens for. You can use photoshop and gradient masks to add gradual blur to a picture giving the impression of a tilt-shit photo. http://www.tiltshiftphotography.net/...p-tutorial.php http://www.tiltshiftphotography.net/examples.php You can also do this in GIMP ;) http://www.scottphotographics.com/ho...graph-in-gimp/ http://www.bartbusschots.ie/blog/?p=774 tilt-shifts' other uses are to take photos of large objects from low down and keep them looking straight onto the camera, without the use of an image editing program later |
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@Varrok it might not be Pixar but it was a smaller studio who made that short. i was trying to show the free programs can still do the work.
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Bloody hell... Guys got skill
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Holy shit :O
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Dude! That's pretty amazing! The textures do look pixar like, so even if you're not going for realism you've got it down to a pretty good level!!
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Those images were pretty impressive but apart from the RF scene, they aren't that much similar to Abe's Oddysee. I feel for JAW, they'll have to be really picky when it comes to that.
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I think the RF one is the best. Even the slog huts have been redone.
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http://www.oddworldforums.net/showthread.php?t=20204 its going to be interesting to see how it all pans out. |
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Interesting how people are posting up the art tests to their personal websites when the things are supposed to be NDA'd. I'll have to make sure this gets outlined more thoroughly.
Regardless of that, yeah, Myles decided to go work for Blitz in the end. His test is the benchmark now really as far as new applicants go, definitely the best we've had so far. As for John i think i was the guy that got the job instead of him in feb '11 although i can't be certain. Funny thing about that thread you just linked lloyd, that was actually my first art test. While it'd probably seem normal for me to be butthurt about the comments i actually thought it's was pretty terrible before you lot :) But.. saying that.. it's less than a weeks worth of work, so i can't be too hard on myself. As far as "pre-prod" goes I guess it is pre-prod in the sense that it's the first time i acquainted myself with the oddworld style, but not in the true sense of "this will actually be in the game". I'm almost completely sure all the files for that scene have since been deleted to make room for vidyagames. |
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as for how these forums are, I know the eaten alive feeling. it be harsh round here. Also criticism all depends on if you know how to make the art yourself, so you can come at it from the perspective of knowing what work goes into it and what limitations you have. This is why polycounts so good for that. |
I've only just seen this, as a newb to blender trying to make stuff like this all I can say is that I'm stunned.
Edit: Did you create all this from scratch just by looking at the original screen shot? |
Very nice
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Fantastic work on these models. Puts my work to shame :P
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Thats why the new HD abe game thats coming out looks AMAZING. talented people working on a work of art! I can't wait! :
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