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  • File : 1281715625.jpg-(1.89 MB, 3572x1650, 20100812.jpg)
    1.89 MB Collab thread, Part 11 PKR !YY8ebcAR4s 08/13/10(Fri)12:07 No.138090  
    * 20.000 tris max
    * If you want to join in then mark off an uncolored spot in the latest image (color in favorite color, 50% transparency), add a number and re-upload.
    * No textures (we will worry about that after the geometry is done)
    * Export as .obj when done

    Additional explanations:
    -Colored Parts have already been claimed
    -Checked Parts at the bottom have already been completed
    -Further instructions in image

    Old thread at
    >> PKR !YY8ebcAR4s 08/13/10(Fri)12:15 No.138092
         File1281716131.jpg-(1.41 MB, 2800x1600, day.jpg)
    1.41 MB
    >>138090
    Old thread at >>117859

    Attached pic is the original daylight version.
    Source is http://tksn.web.infoseek.co.jp/notebook/img225.htm
    Author calls himself 'Imperialboy'.
    >> PKR !YY8ebcAR4s 08/13/10(Fri)12:18 No.138093
         File1281716314.jpg-(1.41 MB, 2800x1600, night.jpg)
    1.41 MB
    Attached pic is the original dawn/nighttime version. Source is the same as above.
    >> PKR !YY8ebcAR4s 08/13/10(Fri)12:44 No.138098
         File1281717884.jpg-(2.84 MB, 2800x1600, Retinex_filtered_2.jpg)
    2.84 MB
    Attached pic is an edited version; ambient lighting was removed (using retinex filtering), to give a better view of details, and to aid in possible (later) texturing, as the colors are clearer.
    >> PKR !YY8ebcAR4s 08/13/10(Fri)13:13 No.138102
         File1281719633.jpg-(2.84 MB, 2800x1800, 20100813_superwideangleshotwit(...).jpg)
    2.84 MB
    Attached pic is one of the latest renders.

    Polycount just below 400.000.
    >> Anonymous 08/13/10(Fri)13:42 No.138108
    That's lookin pretty fucking awesome
    >> Anonymous 08/13/10(Fri)14:56 No.138119
    is this just an art piece or is it being used for something else?
    >> Anonymous 08/13/10(Fri)15:01 No.138120
    wow, that's really coming along. keep up the good work.
    >> Anonymous 08/13/10(Fri)15:08 No.138121
    >>138102

    have you considered upping the skew box and maybe pulling back a little bit on the intersection context? I feel it would fall in line more with the original piece
    >> Anonymous 08/13/10(Fri)15:13 No.138123
    any chance anyone can save the file in 3ds max?
    Apparently 400k tris is to much for max to import.
    Anyone else have this problem?
    >> PKR !YY8ebcAR4s 08/13/10(Fri)15:43 No.138130
    Forgot to mention:

    Finished pieces, archived threads and a nearly-up-to-date version of the compilation (all as .obj files) can be found at mediafire.com/3collab02

    >>138119
    Probably just a piece of art.

    >>138121
    I did not render this pic. Also, i don't get what you try to say (i'm not natively english-speaking), could you please describe it some other way?
    >> Anonymous 08/13/10(Fri)18:39 No.138156
    >>138121
    render was intended to bring out distant detail,
    many of the pieces aren't quite done or need tweaking, so i wouldn't worry about concept matching yet.
    great job so far guys looks badass
    >> Anonymous 08/13/10(Fri)21:14 No.138200
    ive been following this. but got in too late to really contribute.
    would anyone be terribly offended if i redid 06+55
    ive actually already started. and mine is much better than this.
    >> Anonymous 08/13/10(Fri)21:31 No.138206
    ok I seriously want to do #14 and the stuff below it including the bridge

    How do we know that the ppl who reserved these pieces are actually still working on them?
    >> Transfusion !!y4+UUZpxyXk 08/13/10(Fri)21:38 No.138210
    >>138200
    i'm actually working on 6+55 at the moment, but feel free to continue working on it, I'm just doing it for the practice cause i'm really not to great at modeling
    >> Anonymous 08/14/10(Sat)12:12 No.138425
         File1281802325.jpg-(31 KB, 800x600, 06+55 Status.jpg)
    31 KB
    06+55 status
    started yesterday
    hoping to finish today
    could original 06+55 post updates?
    >> Anonymous 08/14/10(Sat)12:32 No.138427
    the fan.....
    >> Anonymous 08/14/10(Sat)18:19 No.138504
    the top of the structure 18 isn't right, the fan is "inverted" and the roof it's not like that

    but it's still a good job, just correct that
    >> Anonymous 08/14/10(Sat)18:22 No.138506
    >>138504
    /wg/?
    >> Anonymous 08/14/10(Sat)18:29 No.138512
    >>138506

    sorry but i don't understand you
    >> Anonymous 08/14/10(Sat)18:32 No.138513
    >>138512
    I don't think you do anymore, but did you find this thread from /wg/?
    >> Anonymous 08/14/10(Sat)20:25 No.138559
    >>138427
    >>138504
    read the footnote on the OP's pic

    do realise that some modifications need to be made when going from 2d - 3d
    >> Anonymous 08/15/10(Sun)06:34 No.138668
    >>138559

    oh, okay, sorry
    btw i'm too excited with the results, keep working!
    >> Anonymous 08/15/10(Sun)17:29 No.138744
    >>138425
    the staircase is a little steep, don't you think?
    >> Anonymous 08/15/10(Sun)22:09 No.138845
         File1281924570.png-(9 KB, 348x260, 323678922.png)
    9 KB
    >> Anonymous 08/15/10(Sun)22:21 No.138851
    I hope you guys can finish this soon that way
    we can start another that's more organised than this
    >> Anonymous 08/16/10(Mon)03:20 No.138956
    >>138851
    why don't you help with the organization?
    >> Anonymous 08/16/10(Mon)18:16 No.139119
    >>138851
    still it's nice to see this project slowly come to life no matter what
    >> Anonymous 08/16/10(Mon)18:40 No.139121
    >>138956
    I'd be glad to if more ppl would work with me
    we should really finish this first though
    >> Anonymous 08/17/10(Tue)01:40 No.139213
         File1282023623.jpg-(1.21 MB, 954x1092, 06+55.jpg)
    1.21 MB
    http://www.mediafire.com/?fohj5gix5vc95cb

    it's not perfect but it's not too bad either.
    either way i'm not working any more on it, lol.

    camera 3 is the closest i got to the same view.
    >> namefag 08/17/10(Tue)01:44 No.139215
    >>139121
    what did you have in mind

    >>139213
    also, i did 06+55. going by "namefag" from here on out.
    >> Anonymous 08/17/10(Tue)02:10 No.139224
    >>139215
    I haven't put much thought into this yet
    I only have a couple ideas as to how to do this differently
    like I said though we should finish this first then think about what's next
    >> PKR !YY8ebcAR4s 08/17/10(Tue)04:26 No.139249
    >>139213
    would you please convert your part to .obj? Max is not really of any use for people without Max.
    >> . 08/17/10(Tue)04:56 No.139251
    I'm impressed frankly. In the future I'm going to jump in on one of these. Looks like fun and good practice
    >> Anonymous 08/18/10(Wed)03:22 No.139543
         File1282116148.jpg-(1.88 MB, 3572x1650, 20100818.jpg)
    1.88 MB
    claimed 31.
    >> Anonymous 08/18/10(Wed)03:59 No.139552
    >>139543
    can't find 31...where is it?
    >> Anonymous 08/18/10(Wed)04:14 No.139556
    Im gonna participate when Im back from Holland next week.
    >> Anonymous 08/18/10(Wed)08:53 No.139588
    >>138090

    Not sure if you whoever's maintaining this project has gotten my ferris wheel. So I am gonna repost it again.

    http://www.megaupload.com/?d=7DR3K519
    >> Pollywog !cXqX/aiROA 08/18/10(Wed)09:16 No.139594
    Can some one put up some github repo or something?
    Co we can track what is done and what is not?
    >> Pollywog !cXqX/aiROA 08/18/10(Wed)11:27 No.139619
    Claming 4
    I am doing 4, but it is hard, b/c it was like 2 years ago did any blender work at all...

    I realy need a better picture of the flying tram...
    >> Pollywog !cXqX/aiROA 08/18/10(Wed)11:44 No.139623
    >>139619
    oh scratch that, I did not read the first post... =_=
    >> Anonymous 08/18/10(Wed)12:16 No.139625
    lurker here, keep it up guys. that render looks pretty nice, good work!
    >> PKR !YY8ebcAR4s 08/18/10(Wed)12:30 No.139626
    >>139552
    >can't find 31...where is it?
    dead center, to the top right of the ferris wheel.

    >>139556
    nice

    >>139588
    >Not sure if you whoever's maintaining this project has gotten my ferris wheel.
    I`m in charge of mf-folder 2. Is your ferris whell the one on the renders? If yes, then yes.

    >>139594
    >github repo or something?
    Probably not. You COULD start one yourself and post it here, but personally, i think that's unneccessary. There is the list at the bottom of the claimpic, so you see what is already completed, and using the archives of the previous two threads, you can see how long the 'open' parts have been claimed, then, you can easily guess which part will probably be completed soon, and which will not.
    >> Anonymous 08/18/10(Wed)21:59 No.139764
    >>139249
    http://www.mediafire.com/?3or103024sruayi

    06+55

    Heres the obj
    >> Anonymous 08/20/10(Fri)15:14 No.140300
    bump.
    >> Anonymous 08/21/10(Sat)21:47 No.140577
    >>139626

    I haven't seen my Ferris Wheel be rendered yet, so I assume it hasn't been used yet.
    >> Anonymous 08/21/10(Sat)22:03 No.140592
         File1282442604.jpg-(744 KB, 2800x1800, rof1.jpg)
    744 KB
    >>140577
    this not your wheel bro?
    >> Anonymous 08/22/10(Sun)10:58 No.140709
    lets keep the ball rolling on this.
    OP, what do you need from us?
    >> Anonymous 08/22/10(Sun)11:49 No.140717
         File1282492196.png-(833 KB, 1920x1008, texture.png)
    833 KB
    I decided to uvw map and start to texture my last piece for the fun of it. There is a lot of work left on the texture, I am still working out the basic color scheme I want to use and a good chunk of it is still untextured. After that is all nailed down I can then start to polish the texture to make it look more lived in. There are many signs on the walls that could have anything put on them, maybe /ic/ could create some doodles in the theme of the ref image that could be placed on the signs or people from /3/ could do it. I know we are not to the texture faze yet, so this may all need to be re-textured, but this is more for fun than anything and to see if I have the UVW map set up how I want it. Just posting it to show that some progress is being made some where on the collab. I will probably start to optimize/clean up other peoples work and do the UVW mapping for them sometime next weekend.

    We may need to soon start to put unfinished pieces back up for grabs because once again people claim stuff and don't deliver. I am starting to wonder if it is just one troll claiming a new piece every few days with no intention of ever finishing anything he claims. :/
    >> Anonymous 08/22/10(Sun)12:07 No.140719
    >>140717
    really like it dude
    >> Anonymous 08/22/10(Sun)12:15 No.140720
         File1282493734.jpg-(47 KB, 320x240, 1273690107185.jpg)
    47 KB
    > the only reason why /3/ hasn't been closed
    >> Anonymous 08/22/10(Sun)13:26 No.140722
    ive never been on /3/ but i just gotta say this is an incredible initiative
    >> Anonymous 08/22/10(Sun)16:39 No.140760
    >>140717
    if we can line up the camera and the buildings to match the image nearly perfectly, we could use a simple texture projection to overlay the existing image ontop of the models, no?
    >> PKR !YY8ebcAR4s 08/22/10(Sun)16:54 No.140765
         File1282510488.jpg-(152 KB, 1162x920, 31_progress.jpg)
    152 KB
    >put unfinished pieces back up for grabs
    Probably.

    >wonder if it is just one troll claiming a new piece every few days
    I laughed hard. And then i thought: Fuck dude, this might even be true.

    Also, progress.
    >> Mindfucking MotherfuckingPost-itNotes 08/22/10(Sun)18:03 No.140776
    I went back in time to kill my parents, but my parents never made me so how could I kill my own parents.
    >> A. 08/22/10(Sun)20:47 No.140812
    >>140776
    You were adopted.
    >> Anonymous 08/23/10(Mon)07:34 No.140893
    >>140776

    Luke, I am your father
    >> Anonymous 08/23/10(Mon)15:54 No.140975
    >>140592

    Yes it is. It must have overlapped so I couldn't tell. This is shaping up really nicely.
    >> Anonymous 08/24/10(Tue)15:41 No.141264
    bump
    >> Anonymous 08/25/10(Wed)03:13 No.141441
    Bump
    >> Anonymous 08/25/10(Wed)11:53 No.141523
         File1282751630.jpg-(50 KB, 256x256, abbottdumbass.jpg)
    50 KB
    TEXTURING MUST BEGIN
    >> Anonymous 08/26/10(Thu)04:26 No.141727
    >>141523
    >>141523

    >KAY YOU DO IT
    [spoiler]LOL[/spoiler]
    >> Anonymous 08/26/10(Thu)05:53 No.141740
    >>141523
    it's not supposed to be textured you shitter.

    once the model is done and rendered with a few passes, it is supposed to be given to another board to paint-over and try their hand at it.
    >> Anonymous 08/26/10(Thu)06:12 No.141742
    >>141740
    seriously?
    thats stoopid
    >> Anonymous 08/26/10(Thu)06:46 No.141746
    >>140592
    Wow! Fuck wow!
    >> Anonymous 08/26/10(Thu)08:22 No.141754
    >>141740
    No its not
    once the modeling is finished then only will the texturing begin
    >> Anonymous 08/26/10(Thu)09:04 No.141759
    >>141754
    This PKR dude or whoever is organizing this, is going to have to set up a fairly strict naming convention with the texture maps or its going to end in tears.
    >> A. 08/26/10(Thu)09:14 No.141760
    >>141759
    I would imagine:
    partNumber_roof
    partNumber_whatever
    Or something like that
    >> Anonymous 08/26/10(Thu)09:28 No.141761
    >>141760
    jesusfuck,
    i hope your not going to do it.
    >> Anonymous 08/26/10(Thu)10:35 No.141770
    my opinion on texturing, some parts will have the same (BASE) texture, walls of the same types of buildings, so OP uploads one texture, people can then go away and texture the said buildings, then give em back to op,
    same with roofs, floors etc.

    these are just identical base textures, then people would agree on dirt maps/weathering, texture would be selected, upped, people could go away and weather textures, so when given back to op, they all match again.

    so it can be shared, uniform, and not all up to one person.
    >> Anonymous 08/27/10(Fri)10:51 No.142040
    bumping
    >> Anonymous 08/27/10(Fri)12:03 No.142061
    >>142058
    There are no solid answers on how things will be done. Will it be animated? Sure if someone wants to animate some part of it and takes the time to do it, if no one has the desire then that won't be done.

    How will it be textured? However someone decides to texture a given piece, maybe people will disagree and multiple people will texture the same piece in different ways. When it comes time to render anyone can download any version of any piece and render it how they want. There are no rules people just do what they want and whatever is produced is free for people to use in anyway they want.
    >> Anonymous 08/28/10(Sat)15:26 No.142362
    Ok there has been no progress in a while, people claim stuff then never finish it. I am going to start work on claimed but unfinished pieces. I am going to do piece 07 and piece 11. I will wait three days before I start to work on them and if in this time the people working on these show work in progress shots of their piece then I will back off from these pieces and choose some other unfinished piece.

    I suggest to anyone else who wants to do something to take a claimed piece and after a few days if no one has shown proof that they are indeed working on it to start the piece they took over.
    >> Anonymous 08/29/10(Sun)02:21 No.142537
    my vote is that we require all texturing to be multi/sub object matte colors. i mean it would fit the piece pretty well, and this could avoid spending several gigabytes on maps for all this. i mean really, IMAGINE the maps.
    >> Anonymous 08/29/10(Sun)02:24 No.142538
    >>142537
    My vote is 'project from view'
    job done.
    >> Anonymous 08/29/10(Sun)02:26 No.142539
    i'm gonna start working on 02. if i don't report back, i got tired of it.

    wish me luck.
    >> Anonymous 08/29/10(Sun)02:26 No.142540
    >>142537
    512 maps since they'll most likely be small
    >> Anonymous 08/29/10(Sun)03:25 No.142551
    roof over the big globe thing is wrong. also, i'm still working on part 2. for now at least. gotta go to bed soon... 12:30 in LA.
    >> Anonymous 08/29/10(Sun)12:53 No.142643
    >>142540
    first off, damn this forum's slow. my post was the last one on the biggest thread on here and it's been 12 hours. whatever.


    and anyway, 70 parts with 512 maps each, and some of them probably should get higher res maps since they're so big, it would still be a fucking lot of texture.

    also, bumps? normals? alpha channel?

    i'll post some pictures of 02 as soon as i get done with the big pieces and can begin little bits.
    >> Anonymous 08/29/10(Sun)13:07 No.142645
    It is best to paint the textures at a high resolution, it only takes a few seconds to scale them down to a lower res if needed but they would have to be repainted if you wanted to make them larger.
    >> Anonymous 08/29/10(Sun)13:13 No.142648
    first question on 02.... should i spend the polies on actually making circular holes in this bit, or just put black spline circles on either side of the support things so it looks like it? it's gonna be pretty small in the render i think we could get away with it.
    >> Anonymous 08/29/10(Sun)15:43 No.142670
    >>140760

    that's gonna be impossible. the original drawing doesn't quite follow perspective, or at least not withought fucking retarded buildings. piece 02 for example, that curved up roof crap on top of it all, should be at an almost 50 degree angle to the ground. and the whole building's tilted like 15 degrees. i'm just making the building flat and the roof about 30.... it already has it's sens of chaos from all the pylons and different colors and everything.
    >> Anonymous 08/29/10(Sun)16:12 No.142674
    >>142648
    I don't really get it, but circular holes doesn't sound very pleasing, so probably fake it.
    >> Anonymous 08/29/10(Sun)16:48 No.142679
    >>142674

    this pic. the supports for platform bit of 02 have these arches with circular holes in them. circular holes would cost a pretty penny geometry wise, so i'm considering just putting black circles on the texture. although in retrospect since it's so far off i could just do like 6 sided holes.... would probably look fine.

    basically how low or high poly should i make this? whole piece is at almost 2000 tri's atm and it's got almost no detail.
    >> Anonymous 08/29/10(Sun)20:09 No.142725
         File1283126952.png-(15 KB, 642x705, Image9.png)
    15 KB
    >>142679
    It looks to be the same shape as the support I made in piece 30 so you can just use that. You can download it from the collab folder. I don't have the link off hand and don't see it in the thread, maybe someone can post the link.
    >> Anonymous 08/29/10(Sun)20:26 No.142729
    Someone else might want to take 02... I wasn't getting far on it to begin with but I lost the file not long ago.
    >> Anonymous 08/29/10(Sun)20:49 No.142732
    Great job /3/. I come back here from time to time just to see if you guys are making progress on this collab. I can see now it looks great, I can't wait to see the completely finished product.
    >> Anonymous 08/30/10(Mon)00:02 No.142786
         File1283140967.jpg-(26 KB, 640x480, question.jpg)
    26 KB
    >>142679
    fucking A, it didn't get my pic.....

    sorry bout that. no more progress since then. i am gonna just punch holes in it though.
    >> Anonymous 08/30/10(Mon)00:40 No.142802
    you guys need some aplha maps up in this bitch
    >> Anonymous 08/30/10(Mon)00:41 No.142803
    >>137445
    >> Katetech !!jMIV0GhfJZy 08/30/10(Mon)01:03 No.142807
    oh my god. you guys are still working on this?

    Good work! I would have given up by now...
    >> Anonymous 08/30/10(Mon)02:38 No.142850
    >>142786
    check 89, he already did the support and the platform.
    >> Anonymous 08/30/10(Mon)04:06 No.142860
    >>142786
    it was done in 89, you should really double checked that coloured picture
    >> eviloatmeal Anonymous 08/30/10(Mon)05:32 No.142877
         File1283160755.png-(792 KB, 581x534, 111sdfsdfsdfs.png)
    792 KB
    Ahoy /3/!

    I did a quick piece for this collab, it's just a tiny piece, and I don't know if it measures up to the standards, but if you want it here it is:

    http://eviloatmeal.com/collab.obj
    >> Anonymous 08/31/10(Tue)05:49 No.143157
    bump
    >> Anonymous 08/31/10(Tue)07:24 No.143181
    I've been following this since the original thread. Keep it up guys, a lot more people than you realise are interested in seeing this done.
    >> Anonymous 08/31/10(Tue)22:52 No.143422
    >>141759
    where is he anyway
    >> Anonymous 08/31/10(Tue)23:03 No.143427
    anyone have a link to the folder with all the files?
    >> Anonymous 08/31/10(Tue)23:25 No.143438
    >>142725

    fantastic. i'll grab it right away.

    how detailed should i be making 02? i mean there are fucking tables inside the building, do i model tables? or put cylinders to texture in there? or ignore them entirely? i guess i'll model them, they don't cost that much.
    >> Anonymous 08/31/10(Tue)23:28 No.143440
    >>142860
    well fucking 'a, this makes it even easier... guess i'll download 89 then and see how they compare.... it'll be good, i didn't like trying to decide how wide to make all this.


    also, why's there a captcha on this board? shoulda only put one on /b/. we didn't get spam for the most part...
    >> Anonymous 08/31/10(Tue)23:32 No.143442
    sorry bout this, but fuck it.

    here's what little i've done on 02. my job is prop creation for short TV spots. pretty random shit, but whatever it is i always get handed a giant folder of concept art and beautiful orthographic references. i'm terrible at drawing from a perspective thing.

    good luck finding use for that, most of it's shoddy topology and all...
    >> Anonymous 09/01/10(Wed)01:40 No.143474
    >>143440
    this board was 98% spam before the captcha
    >> PKR !YY8ebcAR4s 09/01/10(Wed)11:34 No.143549
    >>143422
    I'm here. Busy RL atm, university, moving out... you know the drill. Will probably report back this weekend.
    >> PKR !YY8ebcAR4s 09/01/10(Wed)15:35 No.143579
    >>143427
    mediafire.com/3collab02
    >> Anonymous 09/03/10(Fri)19:34 No.144124
    bump
    >> Anonymous 09/05/10(Sun)13:06 No.144726
    Bump for intrests!
    >> Anonymous 09/06/10(Mon)06:38 No.144942
    derp
    >> DD 09/06/10(Mon)10:52 No.144974
    First time in this forum guys, just lurking.

    But in all fairness, as much as I'm sure you all love 4chan, this collab. project would be MUCH better to organize using something else.

    Hell, even Google Wave / similar or some shit would work better than this. It'll save so much time and confusion.
    >> Anonymous 09/06/10(Mon)11:03 No.144976
         File1283785429.png-(877 KB, 634x1255, render.png)
    877 KB
    Just a quick update to show progress is being made, I will probably texture all the objects in this current render. I still have to do a good deal of work on 11 to get it to line up better and then I will finish off piece 7 before moving on to texturing these bits.
    >> Anonymous 09/08/10(Wed)08:28 No.145776
    >>144974
    no
    >> Anonymous 09/08/10(Wed)22:13 No.146099
    bump
    >> PKR !YY8ebcAR4s 09/09/10(Thu)11:00 No.146309
    31 finished and uploaded to:

    http://www.mediafire.com/?igbbixi88f93322
    >> PKR !YY8ebcAR4s 09/09/10(Thu)11:07 No.146310
         File1284044834.jpg-(1.88 MB, 3572x1650, 20100909.jpg)
    1.88 MB
    And marked as finished.
    >> Unemployed !PbkX0m3QIY 09/11/10(Sat)09:49 No.146880
         File1284212991.png-(271 KB, 822x519, twentynine.png)
    271 KB
    Number 29 reporting in, decided to give this another try.
    Here are some shittier earlier versions.

    How's everyone doin' ?
    >> Anonymous 09/11/10(Sat)11:52 No.146894
    >>146880
    the one on the left looks great, one of may favorite looking pieces in fact, good job.
    >> Anonymous 09/11/10(Sat)12:02 No.146898
    >>144974

    But this is a /3/ project. That's the whole point of it. Anyone from 4chan can join in.
    >> Anonymous 09/13/10(Mon)07:28 No.147361
    hurrrrrrrr
    >> Anonymous 09/13/10(Mon)07:53 No.147364
         File1284378796.jpg-(73 KB, 600x800, 1276860561251.jpg)
    73 KB
    Well colour me impressed, /3/
    >> Anonymous 09/14/10(Tue)11:24 No.147672
    awesome work /3/,

    I remember part 1, i actually started dividing stuff with numbers. Such a long time ago, awesome to see this is still going.
    >> Anonymous 09/14/10(Tue)12:40 No.147685
    >>147672
    wow dude,
    you're some oldfag or what?
    >> Anonymous 09/14/10(Tue)20:08 No.147770
    >>147685
    /3/ is still relatively new.
    newfag
    >> Anonymous 09/15/10(Wed)18:42 No.147962
    How long has this been going on? I mean I've been watching fervently on the sidelines since about thread 5 and it feels like ages. I just can't wait for it to be done. It looks so good. I wish I knew how to do this stuff!
    >> Anonymous 09/16/10(Thu)06:54 No.148105
    can some one put all of parts together, thank you and this is amazing.
    >> Anonymous 09/17/10(Fri)14:32 No.148420
    ok I am calling this collab officially dead
    >> Anonymous 09/17/10(Fri)18:00 No.148470
    >>148420
    Okay folks, the mayor of the collab has spoken. Everybody delete everything they're currently working on.

    Shit like this takes time, asshole. Shut up.
    >> Anonymous 09/17/10(Fri)20:14 No.148484
    Does anybody have an obj of all of the objects put together?
    >> Anonymous 09/19/10(Sun)14:35 No.149072
    good shit
    >> Anonymous 09/21/10(Tue)11:54 No.149536
    Bumpan.
    >> Anonymous 09/23/10(Thu)01:01 No.150005
    i bump da tread
    >> Panamax !EAKGuvcrL6 09/23/10(Thu)02:24 No.150017
    How long has this dumb thing been going for ? It hasn't gone anywhere...
    >> Transfusion !!y4+UUZpxyXk 09/23/10(Thu)04:56 No.150045
         File1285232191.png-(11 KB, 199x298, 1279003141443.png)
    11 KB
    sorry been really busy with school. I might be able to pump some blood into this project starting next week.
    >> Anonymous 09/23/10(Thu)05:22 No.150051
    >>144976
    texturing?
    aww yeah
    >> PRESIDENT OF PIXAR !!7MenMQM3YA8 09/23/10(Thu)06:25 No.150057
    Impressive work so far. If you guys get to the lighting phase, you gotta do the nighttime version, it just looks a lot more dramatic than the day scene.

    >>138093
    >> Anonymous 09/23/10(Thu)08:05 No.150069
    Fucking amazing guys, keep it up.

    /3/ imo needs a rotating header with these collabs like on polycount sometime in the future.
    >> Anonymous 09/23/10(Thu)09:31 No.150073
         File1285248684.jpg-(157 KB, 1024x768, thisistheproblem.jpg)
    157 KB
    >> Anonymous 09/23/10(Thu)10:46 No.150090
    >>150073

    oh shit

    you dun goofed
    >> Anonymous 09/23/10(Thu)10:47 No.150091
    >>140592
    >>140592
    >>140592
    >>140592

    mfw some lazy cunt used greeble on the center top cylindrical structure

    basically this whole project just got ruined by that fag
    >> Anonymous 09/23/10(Thu)11:33 No.150104
    Christ, this project is still going? Niceone guys.
    >> b3ars 09/23/10(Thu)12:17 No.150118
    >>150073
    this has been brought up at least once in every thread of this
    The modeller felt that it made more sense to have a fan that actually blew into a building rather than through a flat wall
    >> Anonymous 09/23/10(Thu)12:23 No.150121
    >>150091
    I hadn't noticed it untill you brought it up, but yeah it is a bit of an eye sore..
    >then again it doesn't even show up in the original picture
    >> Anonymous 09/23/10(Thu)12:24 No.150122
    >>150118
    Then why did he invert the fan covering to be concave? Its architecturally interesting, but seems like a rationalization to cover up a mistake
    >> Anonymous 09/23/10(Thu)12:56 No.150142
    >>150118

    Sense... !?
    The concept makes none!

    Seriously though, I believe it's better to stick as closely as possible to it rather than changing it to their own accord due to the reason of 'sense'.

    That doesn't make any sense.
    >> Anonymous 09/24/10(Fri)09:01 No.150402
         File1285333282.jpg-(172 KB, 1440x900, fan.jpg)
    172 KB
    bump



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