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  #1  
02-11-2012, 02:16 PM
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Dead Paramonian Temple 2

so here we go, you can see it on my site at www.wireframebox.com/odd






















NOT FINISHED ^


:/

Last edited by lloyd; 02-11-2012 at 02:19 PM..
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  #2  
02-11-2012, 02:28 PM
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Wow. This looks really nice.
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  #3  
02-11-2012, 03:01 PM
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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

Last edited by AvengingGibbons; 02-11-2012 at 03:05 PM..
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  #4  
02-11-2012, 03:07 PM
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Holy... These look beautiful. Absolutely beautiful.

I want to see more!!!
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  #5  
02-11-2012, 03:09 PM
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This is awesome.
Plus rep+
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  #6  
02-11-2012, 03:21 PM
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Wow, this is amazing.

+Rep for you!
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  #7  
02-11-2012, 03:30 PM
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  #8  
02-11-2012, 03:33 PM
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This is awesome!
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  #9  
02-11-2012, 04:01 PM
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Wow, this is kind of what I imagine Abe HD to be like... Say, why aren't you working for JAW? They're an hour 20 minutes down the road from you (in Leeds) according to Google Maps (Provided you live in Yarm).

+Rep for you!
lol yeah i am just down the road but i think i've annoyed them to much recently to get a job with them :/

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

Last edited by lloyd; 02-11-2012 at 04:14 PM..
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  #10  
02-11-2012, 04:15 PM
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this looks pretty awesome man
+rep
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  #11  
02-11-2012, 05:47 PM
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Like I said in PM, nice work
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  #12  
02-11-2012, 05:57 PM
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Good God! Amazing!!
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  #13  
02-11-2012, 06:01 PM
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Spectacular; I look forward to seeing more!

Last edited by moxco; 02-11-2012 at 06:03 PM..
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  #14  
02-11-2012, 06:21 PM
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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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  #15  
02-11-2012, 11:57 PM
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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....

Last edited by Varrok; 02-12-2012 at 03:33 AM.. : no reason
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  #16  
02-12-2012, 02:32 AM
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Great work! Would love to see more Oddworld related stuff!
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  #17  
02-12-2012, 04:18 AM
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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....
Thats good criticism Varrok, You did notice something I'd work on with more time, ...more string!

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
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  #18  
02-12-2012, 04:49 AM
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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

Last edited by Varrok; 02-12-2012 at 04:54 AM..
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  #19  
02-13-2012, 10:03 AM
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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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  #20  
02-14-2012, 01:39 PM
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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:


after:


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


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.

Last edited by lloyd; 02-14-2012 at 03:54 PM..
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  #21  
02-14-2012, 03:18 PM
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I can only hope that Abe HD looks like this.
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  #22  
02-14-2012, 10:30 PM
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If you ask me, I think the web looks better now

:
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!
I'm starting to doubt I can make effects close to these with free/opensource software. I have a basic experience in modeling in Blender, but I've never touched 3DSmax
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  #23  
02-15-2012, 01:18 AM
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If you ask me, I think the web looks better now
^Seconded. i'm not sure how to describe this.. you know when you set your camera to take a close-up shot of something like an ant or whatever, you have a very small margin in which the image is focussed. That's how your scene looked when the web was blurred. It sort of made the scene look like a miniature model, and it made the foreground objects look very flat.
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  #24  
02-15-2012, 03:09 AM
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you know when you set your camera to take a close-up shot of something like an ant or whatever, you have a very small margin in which the image is focussed. That's how your scene looked when the web was blurred. It sort of made the scene look like a miniature model, and it made the foreground objects look very flat.
That sort of blurring does indeed make things look like small models; that's what tilt-shift photography is usually used to do.



http://en.wikipedia.org/wiki/Tilt-shift_photography
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  #25  
02-16-2012, 08:22 AM
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If you ask me, I think the web looks better now


I'm starting to doubt I can make effects close to these with free/opensource software. I have a basic experience in modeling in Blender, but I've never touched 3DSmax
You don't need these expensive programs to make art, the reason i know them is these are the tools you'll be expected to know when you get a job.

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


Last edited by lloyd; 02-16-2012 at 08:25 AM..
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  #26  
02-16-2012, 08:47 AM
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this was made with blender, and its up there with pixar in terms of visual quality!
http://youtu.be/YE7VzlLtp-4?hd=1
Tbh I wouldn't compare that to pixar - graphics look really limited in some scenes (I liked http://www.responsibilityproject.com/films/lighthouse/ more [can't find higher res video sorry])
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  #27  
02-22-2012, 10:35 AM
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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.

Last edited by lloyd; 02-23-2012 at 06:17 AM..
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  #28  
02-22-2012, 11:17 AM
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  #29  
02-22-2012, 11:58 AM
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Holy shit :O
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  #30  
02-22-2012, 12:41 PM
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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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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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