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  • File : 1299683035.jpg-(1.53 MB, 3572x1650, hdfhgfghfdgh1.jpg)
    1.53 MB Anonymous 03/09/11(Wed)10:03 No.195694  
    Collab Thread.
    >> Anonymous 03/09/11(Wed)10:07 No.195696
         File1299683242.jpg-(685 KB, 1920x1080, temp9a.jpg)
    685 KB
    Here are where things stand at the moment:

    Blue - Finished/Textured pieces
    Teal - Cleaned up, optimized, and properly aligned pieces
    Yellow - Pieces that need cleaned up, optimized, and properly aligned
    Grey - Blocked in areas that need to be finished

    If something is missing from this render then it has either not yet been claimed or the finished piece is MIA. Piece 40 for example will not import it generates an import error in two different programs. Piece 90 is in the mixdown.obj but I did not take the time to move it into this render. I will leave it up to someone else to sort through the mixdown and find any pieces that are in there but not in the collab folder. Piece 35 and maybe some other pieces (I have not looked too close) are checked off as finished but not in the collab folder. Some may be in the mixdown, linked to in an archived thread, or just outright MIA and needing to be recreated. I will leave it to someone else to figure that all out. Also there are a few errors in some of the teal bits, I am still polishing those pieces up but for simplicities sake I marked them all as cleaned up.

    If you want to help out you can do one of the following things:

    -Figure out what pieces are finished but missing as stated above
    -Clean up a yellow piece if you understand good topology
    -Create anything that still needs to be made
    >> Anonymous 03/09/11(Wed)10:40 No.195697
    Here is everything you see in the scene above:

    Here is a link to all the finished textures:
    >> Anonymous 03/09/11(Wed)11:25 No.195704
    here's 90 and 35
    >> You'll never make anything in future kakuto chojin games 03/09/11(Wed)11:52 No.195710
         File1299689520.png-(47 KB, 155x160, bridge.png)
    47 KB
    Hey does anyone have the psd of this image?
    Maybe i could help out on this map, rework it a little. Wanted to go through the models for a while now, might as well help out.

    Oh and TG, could you fix this thing here next time you're in working on the collab?
    >> Anonymous 03/09/11(Wed)14:56 No.195760
         File1299700591.jpg-(567 KB, 1920x1080, temp9a.jpg)
    567 KB
    Thanks, added to the render.

    After some work I was able to get part 40 imported but there are countless problems with it. Edges flipped the wrong way all over the object and faces flipped backwards as well. Lots of clean up all around not just with 40 but basically every piece that is yellow will need just as much work as what I had to put into the pieces in the middle area before it will be possible to texture them.

    The only clean geo that I didn't have to touch in this whole collab were pieces 01,13,14,17,18,19,30, and 50. As for everyone else ... learn to export with smoothing groups, make sure your normals are flipped the right way, and make sure your exporter does not flip hidden edges around on you. ... not even to mention the wasted polygons and poor topology. Oh well enough bitching on my part, looks like I have another 3-4 months of clean up work to do in my spare time if I can stick with it. I will get back to texturing at some point but that is lower on my priority list right now.
    >> Anonymous 03/09/11(Wed)16:19 No.195775

    just saw this on the front page. this drawing has intrigued me for a long time and it amazing that people are going to render it in 3d.

    what program are you guys using? 3dsmax or maya?
    >> Anonymous 03/09/11(Wed)16:29 No.195778
    so when we get this all textured and lit and whatnot can we all join our forces and do an unbiased render at >9000 pixels over the internet with luxrender? cause I think that would be badass.
    i dunno what OP is using but we're using obj format to transfer models which works pretty much anywhere so you can use whatever you want.
    >> UnconventionalT 03/09/11(Wed)16:41 No.195782
         File1299706912.jpg-(179 KB, 488x1053, Part 40.jpg)
    179 KB
    What the ass are you talking about? I just successfully imported my part 40 into two different programs... wait, 3, I tried it in 3d coat and it worked there too!

    Fine, here it is, in .zip format.
    Fuck, I spent quite a few hours on that shit, fuck yes it's gonna get included.

    The zip contains two obj files, both of them have modified export settings. You will probably be able to import one, if not both of them.

    I used Blender.
    >> You'll never make anything in future kakuto chojin games 03/09/11(Wed)16:45 No.195783
    Chill bro, i could open the file just fine.
    >> Anonymous 03/09/11(Wed)17:03 No.195788
    >Fuck, I spent quite a few hours on that shit, fuck yes it's gonna get included.

    I never said it would not be included nor do I have the power/authority to decide such a thing. If you had read the thread you would have seen that I was ultimately able to get it imported. It would not import into 3ds max or meshlab but 3d-coat let me import it. I will check out your new exported version and hopefully blender did not fuck up the export as badly this time. The people programming blender from the looks of it really need to update the obj exporter. Looking at your screenshot of the object vs the shit version with flipped edges that blender decided to shit out there is a vast difference. Most notably the lower area, all the edges got flipped and so you can no longer see into those rooms.
    >> UnconventionalT 03/09/11(Wed)17:13 No.195790
         File1299708818.png-(92 KB, 795x526, wasted_verts.png)
    92 KB
    Alright, first let me start of by apologizing, I didn't read that last post of yours. I just got a little pissy.
    Apparently Blender's obj exporter is a little bitch, and the Blender manual told me why. (So many settings I forgot to change.)

    I really just focused on modeling it, I figured as soon as I hit the "recalculate normals" button, all of those problems would be fixed. Apparently they weren't. I'll fix those after I take another look at my mesh.

    Also, there appears to be a few cases of strange topology that haven't shown up in my renders, perhaps it's exporting a bit more than I intended it too. Specifically, on the buildings underneath the model, it looks like there's some sort... internal model, perhaps it was one of my references.

    So, since you're having so many problems with 40, I'll rework some of the topology as you said, and I'll try to optimize it further. (Specifically where I have a mass of vertices, like on the railings.) I'll also make sure every normal is correct before exporting it, and I'll work with an edge-split modifier to get all of the proper smoothing groups as you said as well. And while I'm at it, I'll take a look at 04 again as well, make sure I didn't do the same thing there as well.

    One final note, what do mean by "flip hidden edges"? Let's assume I taught myself how to model in 3D, my methods are convoluted, and I don't know squat about the terminology. Also... other than my massive waste of verts and faces here and there, what else did you consider "poor topology"? I'm trying to learn from my mistakes here.
    >> UnconventionalT 03/09/11(Wed)17:15 No.195792
    Yeah, my internet cut out, I wasn't able to correct myself. And like I said, I didn't see your post there, so sorry again for flipping out.

    Also, is my model above ground there? Wow, I'll look into that as well.
    >> Anonymous 03/09/11(Wed)17:18 No.195794
    hi guise

    could you just show me a "almost finished" version of this project?

    i saw this one or one similar several time ago an d i was just amazed

    thanx in advance
    >> You'll never make anything in future kakuto chojin games 03/09/11(Wed)17:22 No.195796
    The old thread is still online, search through /3/ for a while.
    It's not on page 15 yet.
    >> Anonymous 03/09/11(Wed)17:37 No.195799
         File1299710227.jpg-(495 KB, 1551x1698, fdgsd7.jpg)
    495 KB
    Don't worry about cleaning it up I will handle that, then you can look at what I did and learn from that. I will make that the next piece I clean up. Here are some quick pointers though.

    1. This is an edge that got flipped
    2. This is what it looks like going the other way, the way it should
    3. These polygons don't need to be here it is a flat surface it only needs one long strip of polygons.
    4.The spheres suck up lots of polygons without adding to the shape of the model.
    5.The tubes have more side than are needed for this image.
    6.This tube has no cap on the end
    7.This is how you avoid poles
    8.These are your poles.

    There were many other things as well, you will be able to see them all after I clean the piece up. Remember every polygon we waste now adds to the render time for everyone every time they render. It is best to shave things down when possible.

    Oh also you did not have a solid object, it looked good from that one angle but remeber a light might shine on it from the other side, it needs to be a solid volume even if the unseen area is nothing more than a box blocking out an area that should be solid.

    >Also, is my model above ground there? Wow, I'll look into that as well.

    That is an alignment issue on my end, I just quickly put the pieces in place.
    >> Anonymous 03/09/11(Wed)17:45 No.195801
    thanx for the info d00d also for making me look at amazing shit you guys have in final pages

    do you think is good if i post the link to that thread here???
    >> UnconventionalT 03/09/11(Wed)17:50 No.195803
         File1299711041.jpg-(441 KB, 1920x1080, 1299700591853.jpg)
    441 KB
    That is definitely an image that I'll be saving for future reference.
    A few things though... is it better to triangulate the model before the export? Or not at all?

    Also, I don't know if we're on the same page here, but I was talking about this little error right here.
    >> UnconventionalT 03/09/11(Wed)17:56 No.195808
         File1299711410.png-(19 KB, 615x565, Screen shot 2011-03-09 at 11.5(...).png)
    19 KB
    Ah, I found it. This is the little bugger causing the issues down below, it was essentially a backup. It's creating a lot on unnecessary dupes.
    >> UnconventionalT 03/09/11(Wed)17:57 No.195810
         File1299711465.jpg-(30 KB, 1091x678, underneath.jpg)
    30 KB
    Ah, I found it. This is the little bugger causing the issues down below, it was essentially a backup. It's creating a lot on unnecessary dupes.

    I believe it is directly inside of the other mesh, in the exact same location.
    >> Anonymous 03/09/11(Wed)17:59 No.195811
    we should have video of fireworks going off in this when its done.
    >> Anonymous 03/09/11(Wed)18:03 No.195812
    Ah so that is what caused that problem not flipped edges.

    >I tried it in 3d coat and it worked there too!

    It is good to hear that you have 3d coat as well, that is what I have been using to do the texture work. After I clean your piece up I will UVW map it and let you texture it in 3d-Coat (if you are up to it_. I am sure you would do a good job at it. I have developed a good technique for texturing these pieces in 3d-coat that is more analytical/step based rather than dicking around with many brush strokes. I will post a tutorial in this thread showing the technique then you can give it a try on your piece. May be a week or more though until I have your piece cleaned up and uvw-mapped and ready for texturing though.
    >> Anonymous 03/09/11(Wed)18:08 No.195814
         File1299712084.jpg-(15 KB, 480x360, 0.jpg)
    15 KB
    >> UnconventionalT 03/09/11(Wed)18:18 No.195817
    Actually, let me honest with you. I only have the trial/demo version of 3D Coat (but I have around $350 to blow, so if I get really impressed I might buy it). Also, I haven't played around in it much at all, but after 15 minutes, I know the basics. As for being up to it, I'm all for it. I might be biting off a bit more that I can chew, but I wanna try it anyways. Practice makes perfect as they say. Also, that technique you're talking about, it sounds pretty swell, I'm not much of a drawing artist myself, so this "analytical/step based" might work out for me.
    >> Anonymous 03/09/11(Wed)18:26 No.195818

    >> UnconventionalT 03/09/11(Wed)18:34 No.195821
    Of course. :D
    >> Anonymous 03/09/11(Wed)19:21 No.195838
    I knew i posted this for some reason
    >> Anonymous 03/09/11(Wed)20:42 No.195873
    can someone post original non tinted version?
    The fan on part 18 looks weird or is it just me?
    >> Anonymous 03/09/11(Wed)20:50 No.195874
    If anyone below me responds to this you are an idiot. Falling for an obvious troll is without a doubt stupid.

    Troll I will not be responding to this if you reply.
    >> Anonymous 03/09/11(Wed)20:55 No.195875
    wait, what?

    dude, calm down i just thought the fan looked off thats all.

    Besides, got the original anyway?
    >> Anonymous 03/09/11(Wed)20:59 No.195877

    >> UnconventionalT 03/10/11(Thu)14:10 No.196019
    Do you have any simple texturing workflow, one that you could just type out for me to try? Or would it require you to create a video/image strip tutorial to explain the process? Either way, I'm eager to help texturing, when it happens.
    >> Anonymous 03/10/11(Thu)20:11 No.196093
    My basic work flow for the texturing of this just follows the real world. I create a base layer that is the same material as a real object, metal, wood, concrete, so on and so forth. I then create a paint layer on top of that and paint the object. I then erase some of the paint layer in logical places for wear and tear to happen. Above the material and paint layers is a decal level. Any posters, spray paint, or whatever that you could possibly see being put on top of paint goes here. Above that layer is a grunge layer where I dirty things up very much. I then erase away most of the grunge (with a low setting) while keeping in mind areas that a person could reach to clean and would want to clean, where rain could hit and wash away dirt and I make sure those areas get erased the most. Above all of that is the dust layer where just a small amount of dirt sits on the surface. Areas where people would walk would have more as well low on buildings and inner corners.

    Go to and download textures, basic accounts only let you download 15mb a day so it could take you a week or two to get lots of good stuff to work with. The decal textures they have are very very useful.
    >> Anonymous 03/10/11(Thu)21:34 No.196100
    I like these sort of renders better than textured ones. With textures the sense of 3d disappears. Also I wonder if anybody gonna appreciate this when it gets done, idk dazzle youtube or smth
    >> UnconventionalT 03/11/11(Fri)07:08 No.196161
    /3/ will appreciate it?
    Hm... can you hide mesh? To make painting easier?
    And how do you handle UVs? Do you just auto-map it?
    >> Anonymous 03/11/11(Fri)07:22 No.196162
    only on stillframes though.
    Besides, adding a lambert over the thing is no big deal.
    >> UnconventionalT 03/11/11(Fri)07:24 No.196163
    Also, I live on an old farm, so I'll probably try to build up a texture library of my own textures, instead of downloading someone else's. I'll take some pictures this weekend.
    >> Anonymous 03/11/11(Fri)12:32 No.196180
    Oh dude, like /3/'s spammer said. sharing is caring!
    >> UnconventionalT 03/11/11(Fri)13:32 No.196187
         File1299868354.jpg-(1.36 MB, 1836x2448, IMG_5523.jpg)
    1.36 MB
    I'll start tomorrow, it's sort of pitch-black out-side right now.

    Here's one of my original, from my failed attempt at building a texture library. (I sucked at photography.)
    >> UnconventionalT 03/11/11(Fri)17:33 No.196211
    This is rather sad, actually. I'm running 3D Coat in WINE... and it's faster than the "native" version of 3D Coat for Mac.
    But thanks for the link.
    >> Anonymous 03/11/11(Fri)18:48 No.196224
    /p/hag here, if you guys need some high quality ultra high res textures I can help. I can't do anything green as there's a foot of snow here but let me know what you need and I'll see what I can do.
    >> Anonymous 03/11/11(Fri)19:44 No.196243
    >I'll probably try to build up a texture library of my own textures, instead of downloading someone else's

    The reason I said to get textures from was because if we all work from the same texture set it will help give the final image a consistent feel. Also creating your own decals can be a lot of work.

    You should learn to make your own textures but don't be afraid to use the cgtexture ones on this project. After all you can't really know what makes a good or bad texture until you have seen and uses some good textures. Using some stuff from cgtextures will help you learn to create good textures from example.

    >Hm... can you hide mesh? To make painting easier?

    If you are talking about the wireframe I think it is the 4 key (its somewere between 1-6). If you are talking about how to hide faces then that is the eye icon. You hide a face by clicking on the dead center of it.
    >> Anonymous 03/12/11(Sat)06:50 No.196327
         File1299930631.gif-(910 KB, 766x1080, texturegif.gif)
    910 KB
    Oh dude, if you could get us some pictures for people in the collab to use. Please do.
    here's a .gif showing some of the things Textureguy has textured. As you can see, low res images of rust end up massively out of scale on a building. (bit of grunge a couple of pixels high ends up meters high if you stamp it on an appartment building, e.g. look at the building on the bottom.)

    Some subtle grungeytextures like wood or grain would be awesome, The grimey shit that's on the models right now doesn't fit the original drawing. No hate for textureguy, you're doing awesome, but some subtlety never hurts.
    >> Anonymous 03/12/11(Sat)11:41 No.196357
    >low res images of rust end up massively out of scale on a building.

    I think you are mis-interpreting what you are seeing. There is no place on the texture where I scaled any texture to a size it would not be in the real world. I did not scale any small rust spots up super high and paint them on. I think the part you are referring to is where some bricks are showing through and you think it is a rust spot.
    >> Anonymous 03/12/11(Sat)13:26 No.196384
         File1299954364.jpg-(2.64 MB, 3122x4684, IMGP4572.jpg)
    2.64 MB
    here's some basalt
    a little soft and chromaby but whatever
    >> Anonymous 03/12/11(Sat)13:33 No.196385
         File1299954783.jpg-(2.49 MB, 4684x3122, IMGP4550.jpg)
    2.49 MB
    and some chipboard
    >file too large
    >> Anonymous 03/12/11(Sat)13:36 No.196388
         File1299954989.jpg-(1.6 MB, 4684x3122, IMGP4589.jpg)
    1.6 MB
    worn metal
    >> Anonymous 03/12/11(Sat)13:40 No.196391
         File1299955203.jpg-(2.26 MB, 3000x1999, IMGP4547.jpg)
    2.26 MB
    that fiberglass window stuff I can't remember what it's called
    >> Anonymous 03/12/11(Sat)13:45 No.196394
         File1299955530.jpg-(1.49 MB, 3000x1999, IMGP4602.jpg)
    1.49 MB
    grubby sheet metal
    the raw histogram for this image looks like boobs
    >> Anonymous 03/12/11(Sat)14:04 No.196398
         File1299956647.jpg-(2.5 MB, 3122x4684, IMGP4595.jpg)
    2.5 MB
    and the back of a mud flap
    all I feel like posting atm
    >> Hootie !!XVvTP93VDOt 03/12/11(Sat)17:08 No.196441
    Dem textures

    /p/ and /3/ should interbreed more often
    >> Anonymous 03/13/11(Sun)10:32 No.196570
    This is what /3/ faps to,
    Light and peace brother.
    >> Anonymous 03/13/11(Sun)11:29 No.196576
         File1300030170.png-(1.59 MB, 1024x1024, test2.png)
    1.59 MB
    made part of this tileable for practice, feel free to use it for whatever
    >> Anonymous 03/13/11(Sun)11:37 No.196577
         File1300030646.jpg-(1.31 MB, 1024x1024, test.jpg)
    1.31 MB
    and another
    >> Anonymous 03/14/11(Mon)11:50 No.196765
    For god's sake, if you guys someday finish this, don't end up using 1920*1080... Should be 2560x1600 at least.
    >> Anonymous 03/15/11(Tue)06:54 No.196931
    >> Anonymous 03/17/11(Thu)17:04 No.197509
    So what else is left?
    >> Anonymous 03/17/11(Thu)17:10 No.197512
    and might I add, what could be re-done?
    >> UnconventionalT 03/17/11(Thu)17:15 No.197516

    Just check out the first image, anything that hasn't been checked, go for it. Btw, apparently 90, 35, 40, and 04 are complete as well.
    >> Anonymous 03/21/11(Mon)07:30 No.198243
    bump from page 9
    >> Anonymous 03/21/11(Mon)12:42 No.198292
    Also, that big thing that's marked "06 + 55" is unclaimed as far as I know. There was a discussion about it in the previous thread. It's actually two different pieces, but the guy that originally claimed it didn't notice it and then he never actually modeled anything.
    >> UnconventionalT 03/21/11(Mon)15:05 No.198314
    I "claimed" it. Or, at least, '06', which I'm designating the foreground building. Wether it get's done or not is another issue entirely. Heck, it's hard to even START because of perspective issues right off the bat... I mean WHAT is with that staircase?!?
    >> UnconventionalT 03/21/11(Mon)16:12 No.198325
         File1300738354.png-(523 KB, 574x656, Screen shot 2011-03-21 at 9.10(...).png)
    523 KB
    It's sad when it takes you an hour just to get this far. But hey, at least I get the perspective a bit better...
    >> UnconventionalT 03/25/11(Fri)03:19 No.199024
         File1301037594.png-(484 KB, 617x618, Screen shot 2011-03-25 at 12.1(...).png)
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    mmmmmmbump. With content.
    >> Anonymous 03/26/11(Sat)09:48 No.199282
    long time lurker with an interest in 3d here.
    Havent been on /3/ in months. Thank christ this project is still alive.
    >> Anonymous 03/29/11(Tue)03:46 No.200460
    >> Anonymous 04/01/11(Fri)08:56 No.201317


    You're doing a great job! Keep it up.
    >> UnconventionalT 04/02/11(Sat)03:29 No.201436
         File1301729359.png-(401 KB, 553x576, Screen shot 2011-04-01 at 4.12(...).png)
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    Bump with progress. I was very tired last night.
    >> Anonymous 04/02/11(Sat)08:29 No.201462
    >> Anonymous 04/02/11(Sat)11:48 No.201484
    anon is a good bumper
    >> Anonymous 04/05/11(Tue)08:11 No.202041
    Bump for epic long term project whose results I want to see come to fruition.
    >> Anonymous 04/05/11(Tue)10:06 No.202054

    wana see a render
    >> Anonymous 04/05/11(Tue)23:41 No.202151
    bump, anyone have an upated render?
    >> Anonymous 04/06/11(Wed)08:39 No.202180
    bump is it dead??
    >> Anonymous 04/07/11(Thu)02:29 No.202420
    it goes quiet for long stretches of time while people are working.
    >> Anonymous 04/11/11(Mon)08:55 No.203290
    >> Anonymous 04/11/11(Mon)12:48 No.203328
    bump for epicness
    >> Anonymous 04/11/11(Mon)15:16 No.203351
    I suspect that this has been pointed out before but the fan in the top right is facing the wrong direction
    >> Anonymous 04/11/11(Mon)19:46 No.203378
    Yes it is only mentioned in the goddamn picture.
    >> Anonymous 04/12/11(Tue)09:28 No.203484
    >> Anonymous 04/12/11(Tue)09:55 No.203487
    What do you mean?
    >> Anonymous 04/12/11(Tue)17:23 No.203537
         File1302643407.jpg-(108 KB, 550x400, perspective.jpg)
    108 KB
    >> Anonymous 04/15/11(Fri)16:40 No.204058
    >> Anonymous 04/16/11(Sat)13:44 No.204239
    >> Anonymous 04/16/11(Sat)15:48 No.204265
    pick a section and bump with content next time.
    >> Anonymous 04/19/11(Tue)18:09 No.204771
         File1303250980.jpg-(30 KB, 413x455, 1296005175106.jpg)
    30 KB
    Hey, just liked to say that when /3/ was first made and everyone wanted to look at this board, even if they never dabbled in 3D at all, just because the board was new and shiny, that was when we all saw you guys decide to take on this awesome project. Well I'm just dropping back in and I'm really glad to see it's not dead, even after, what 1? 2 years? You guys have a lot of commitment, so I guess I'm saying keep up the awesome work and be proud if it when you do finish, advertise it on other boards, I think it's an inspiration for all the other failed projects chan boards take on, when you guys haven't given up a project going on this entire board's lifespan.
    >> Anonymous 04/19/11(Tue)18:39 No.204773
    It is really only the tenacity of one or two people that has kept this going.
    >> Anonymous 04/19/11(Tue)19:20 No.204775
    can anybody post a link to the 3 original pictures? I might grab a simple piece
    >> Anonymous 04/19/11(Tue)20:35 No.204780
    This is true, I remember it as well.

    Now I visit this board on a whim after a long time, and seeing this thread with your post has motivated me to start learning 3D, something I've been avoiding for 5 years, due to the studies of college and other obligations.

    To see such a collective determination has really motivated me. Now I gotta find where the dvds with the ebooks for learnig this are, I'm doing this now.

    Maybe I'll aply for the missing spots if I learn fast enough.
    >> Anonymous 04/21/11(Thu)15:36 No.205021
    >> Anonymous 04/22/11(Fri)01:11 No.205090
    It's goddamn inspirational!
    >> Anonymous 04/22/11(Fri)15:35 No.205170
    Adding red lines doesn't help man, i still don't know what you are talking about. What is this?
    >> Anonymous 04/22/11(Fri)15:37 No.205171
    Read the sticky and youtube box modeling. It's not that hard bro.
    >> Anonymous 04/23/11(Sat)02:31 No.205252
    ah well then I don't really think it's worth it to inform you.
    >> Anonymous 04/23/11(Sat)05:44 No.205259
    Please tell me, I'm 12 years old.
    >> Anonymous 04/25/11(Mon)07:31 No.205651
    Bump, guys! Is anybody still working on this? o_o
    >> Anonymous 04/25/11(Mon)09:01 No.205665
    We've been working on it for quite a long time now, it's not like we're just going to stop
    This board moves pretty damn slow, so don't expect updates for awhile
    >> Anonymous 04/25/11(Mon)10:13 No.205679
    It's never going to get done with this attitude, nobody has any idea what's going on.
    >> Anonymous 04/25/11(Mon)10:15 No.205681
    oh, okay then. Good to know. it's that every time i checked /3/ this topic was always on front, and this time it wasn't.
    >> Anonymous 04/25/11(Mon)13:58 No.205712
         File1303754338.jpg-(155 KB, 536x375, 1267091213003.jpg)
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    The hottest topic now is the Pony thread........
    >> Anonymous 04/29/11(Fri)10:36 No.206327
    >> Anonymous 04/29/11(Fri)13:15 No.206333
    pick a number and bump with content
    >> Anonymous 04/29/11(Fri)14:34 No.206339
    question: Is there a plan in /3/ of going a indie game btw the members? I see you did this very nice and awesome construction, just asking.
    >> Anonymous 04/29/11(Fri)14:59 No.206344
    There was an indie game project, but as expected it failed horribly. For such a project to work there has to be a good leader, an elaborate game design and clear goals that are within reach.

    Of course, nobody on /3/ (or hardly any other online forum, for that matter) has these qualities and is willing to put enough effort into such a project, so forget that. I really think that there are enough talented people here, but /3/ is still just a disorganized bunch.
    >> Anonymous 04/29/11(Fri)16:06 No.206353
    a short film or something would seem more reasonable. a game needs programmers which /3/ seems to lack (i could be wrong).
    >> Anonymous 04/29/11(Fri)16:17 No.206354
    Pony thread...they're building ponyland.
    >> Ultima !!rJ157bMm+9y 04/29/11(Fri)16:49 No.206360
         File1304110196.png-(146 KB, 1625x474, 1274383860298.png)
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    We've talked more than a few times about doing Airlock (see attached), but we've just never gotten around to actually building a project out of it. I would, but I'm already knee-deep in a couple of other game projects. It wouldn't be that hard, really, just pick your GDE (I would use Unity, easiest for new people to get into), open a MediaFire account to host versions of the project files, and then start coding the game and have /3/ take care of doing most of the models and texturing and anims and stuff.

    Maybe over the summer? Dunno. I'd love to see the attempt.


    Nah, there's a decent number of programmers around /3/. I just don't think they talk very much cause they tend to get into arguments about graphics theory and stuff. And before anyone says it, guilty as charged, fuck off.
    >> Anonymous 04/29/11(Fri)17:12 No.206363
    Actually I love writing in my free time, so I have some GDDs ready to get done, usually I don't gather a team for it. Yet, we can gather around in here, team up outside of /3/ for it, imho.


    It would be nearly the same in the end, but yeah, that could work.


    Those problems are very common, but nothing that cannot be solved if the objectives are well set.
    >> fan facing the wrong way? Anonymous 05/01/11(Sun)02:45 No.206580
         File1304232311.jpg-(1.64 MB, 2800x1600, fan.jpg)
    1.64 MB
    iz it just me or is the fan (near the upper right of the image) facing the wrong way in the render vs. the drawing?
    in the render, its obviously facing to the left but in drawing it faces to the right.
    >> my bad. Anonymous 05/01/11(Sun)02:51 No.206581
    my bad, didn't notice the footnote at the bottom...
    tho' don't see why it needed to be changed... ;o(
    >> Anonymous 05/01/11(Sun)03:24 No.206583
    New fag to this board but had to say

    My god this is beautiful
    >> Anonymous 05/01/11(Sun)12:42 No.206652
    I look at the 3d renered model.

    all I see is the fan :/
    >> Anonymous 05/01/11(Sun)12:45 No.206655
    lots of people complain about the fan. and no one is fixing it.
    >> Anonymous 05/01/11(Sun)16:36 No.206719
    No one guy complains about the fan to troll. Know how I know? Because there a many more pieces that are even further off than the fan and no one says anything about it. Hell look at the piece in the upper right corner of the render, it is extremely different and that is just one example.
    >> Anonymous 05/02/11(Mon)09:07 No.206840
    for some reason the fan just jumps out... much more then any other "alteration"... :(
    >> Zst Xkn !QwJoo2wxDc 05/02/11(Mon)13:15 No.206874
    then fix it
    >> anony 05/02/11(Mon)15:58 No.206891
    is #21 done? it's ticked at the bottom but isn't coloured in (it's the speakey thingy at the top) if not I'd love to contribute

    also where are the pieces which haven't been claimed / finished? eg #46, #47, #56, #73 ... ? can't find them on the image

    >noob wanz contrib. any space left?
    >> Anonymous 05/02/11(Mon)16:39 No.206903
    21 is done
    >> Anonymous 05/03/11(Tue)16:26 No.207103
    sorry mate, just a [lowly] 2D artist here...
    >> Anonymous 05/10/11(Tue)20:03 No.208538
         File1305072212.png-(338 KB, 1920x1080, temp9b.png)
    338 KB
    OK took a long break but I am back working on this again. Got this stuff cleaned up and matching up with the ref image better.
    >> Anonymous 05/10/11(Tue)20:04 No.208539
         File1305072278.png-(2.18 MB, 1920x1080, temp12.png)
    2.18 MB
    here it is as part of the full render.
    >> Anonymous 05/10/11(Tue)20:11 No.208540
         File1305072691.gif-(297 KB, 237x214, 1304616927674.gif)
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    >> Anonymous 05/11/11(Wed)00:01 No.208563
    new here, so what is this project FOR really?
    >> Anonymous 05/11/11(Wed)01:05 No.208576

    No real reason.


    Mostly this, if anything. Just the ability to say "yeah, I worked on that" and maybe get bonus points on a job interview or something.
    >> Anonymous 05/11/11(Wed)02:27 No.208592
    What, not textures? I wanna see this in wireframe
    >> Anonymous 05/12/11(Thu)16:24 No.208899
    oh for fucks sake...
    >> Anonymous 05/19/11(Thu)18:38 No.209975
    >> Anonymous 05/19/11(Thu)19:33 No.209980
    gd i totally want in on the next collab, anyone know who the original artist for the 2d is?
    >> Anonymous 05/19/11(Thu)19:42 No.209981
    There is still stuff left on this one no reason you can't get on board.
    >> Anonymous 05/19/11(Thu)23:30 No.209994
    no "buildings", just random background shit :P
    >> Anonymous 05/20/11(Fri)00:12 No.210003
    i would but im sorta relearning blender, might give it a whirl tho
    >> Anonymous 05/20/11(Fri)17:29 No.210119
    yeah i remember you posted that gif and i asked you to submit the model, but you didnt reply so i assumed you just left. If the case is that they're just not going to accept a revision then thats pretty gay, and I feel like I'm less likely to make another piece.
    >> Anonymous 05/20/11(Fri)17:32 No.210120
    i made piece number 49. Its small and you can hardly see it, but it had to be done.

    and BTW even though 06 and 55 are "taken" no one is doing it. The first person to submit a mesh for either is going to be the one used, and no one said you cant just yoink a piece if someone is taking too long.
    >> Anonymous 05/20/11(Fri)19:49 No.210133
    So when this is done, whats the point? I mean sure if it didnt take as long as it has it would be a great example of /3/ pulling together to make something great, but as it is its nothing but duke nukem. Also I wonder how the original artist is going to feel when she eventually sees a finished product. Thats the only thing I really wanna see. Her reaction.
    >> Anonymous 05/21/11(Sat)16:49 No.210279
    i couldn't give 2 shits what the original artists thinks, and as to the point of why we're doing it. We're doing it because it's fun.
    >> Anonymous 05/21/11(Sat)17:03 No.210286
    i get it
    >> UnconventionalT 05/21/11(Sat)17:36 No.210287
         File1306013791.png-(731 KB, 608x822, Screen shot 2011-05-21 at 11.2(...).png)
    731 KB
    I'd have to agree with anon here, I have _no_ free time. Just picked this model up and dusted it off, fixed quite a few errors I was having, and have continued where I left off. Hope to finish it over the weekend, however I doubt I will.

    Also, still trying to figure out how to create smoothing groups in Blender...
    >> Anonymous 05/22/11(Sun)17:02 No.210466
    Personally (coder here) I want to try importing it into OGRE or something and see if I can get it to render at any decent speed. Would be awesome even though obviously it would feel very empty at any vantage point other than the original camera angle. Will have to do some serious amount of LOD/ripping out ladders and rails and shit though to have anywhere near a reasonable amount of geometry. Unfortunately I get the impression that the logical groupings we had have been lost through merging. Gonna be a pain in the ass. But it would be so cash to have a simple walk-around demo or something.
    >> UnconventionalT 05/26/11(Thu)14:38 No.211133
         File1306435134.png-(68 KB, 602x672, Screen shot 2011-05-26 at 8.37(...).png)
    68 KB
    Here it is.
    Proper normals and everything. (I think.)
    Also have split edges.
    3100 faces, I believe.
    DL link:
    >> Anonymous 05/26/11(Thu)15:11 No.211138
    the whole thing is already cut into sections. it might take another rear of content trickling into a thread, but low poly proxy models could be made of all the sections for viewing from far away. that way only the relevant section near the player needs to be rendered.
    >> Anonymous 05/26/11(Thu)15:30 No.211141
         File1306438241.png-(124 KB, 658x668, Walkthrough.png)
    124 KB
    Have you guys even taken a look at all of the pieces when put together? Sure, you might be able to get it in a game, as well as get it to render, but moving even slightly from the cameras view point instantly changes everything you see.
    Pic very much related.
    >> UnconventionalT 05/26/11(Thu)15:46 No.211146
    How does that work-flow translate into 3D-Coat, though? I am very much a beginner at this software. Figured out how to bake ao though...
    >> Anonymous 05/26/11(Thu)16:51 No.211151
    >How does that work-flow translate into 3D-Coat, though?

    You can paint in layers in 3d-coat so create several layers in this order:

    AO - Import your baked ao map as a color layer and set the layer type to multiply. (you can bake an AO map for an object in xnormal by importing the model as both the high and low poly mesh)
    Dust/Grunge - Paint this layer last to add a worn look to the model
    Decal - Any decals go here, 3d-coat will use the alpha transparency stored in a png file so deacals are easy to apply.
    Paint/Color - This should mach the color in the ref image.
    Texture/base material - Add a logical material here for the surface type, it will show through if you erase some of the paint layer.

    I am not sure what else to say, the method should be rather obvious once you start to use this set up.

    >to have anywhere near a reasonable amount of geometry

    I think it can come in under 500k polygons by the time it is done. I have done a lot of work to optimize peoples pieces. Modern video games can push 300k in the environment alone and that is on consoles with overhead left for characters that will be on screen. The polycount should be no problem the real issue is the textures, they will get reallllly blurry once you start to get any closer to them. You would have to port this to id tech 5 when Rage comes out and repaint everything to get around that issue.
    >> Anonymous 05/26/11(Thu)16:53 No.211152
    >I already made a fix'd version of the fan and gave them the .obj file

    Yeah I looked at it and saw no use for it. The polycount was wasteful and the uvw-mapping was not optimized. Also it did not tie into the existing model so it would save me no time over doing it myself from scratch. I still have not got around to cleaning that piece up, I have only gave it a quick look but it seems to be in good shape so it is way down on my list of pieces to fix. There are many other pieces that deviate from the ref image far more so they are the pressing issues for my attention and time.

    I have not had much time at all over the last several months to work on this and it may be some time before I can find the time but I will keep working on this off and on till it is done.

    Nice job I will add that to the scene when I find the time.

    >Have you guys even taken a look at all of the pieces when put together

    I have been working on making sure everything is to scale with everything else and falls into the world in a logical way so it can all tie together. It has been a bitch but it is working. The real problem is all the missing content from any other angle but people could create that. Once that is added in the scene would probably be over 1 mill tris and I doubt video game engines will support that until the next console generation ... so there is plenty of time to finish this off then I guess.
    >> Anonymous 05/31/11(Tue)10:45 No.211921
    derp, i've actually been making this scene ON MY OWN for teh past 5 months, on- and off.
    >> Anonymous 05/31/11(Tue)11:20 No.211929
    Well then post what you have got and we can see if we can tie any of it into this scene.
    >> Anonymous 05/31/11(Tue)11:22 No.211930

    normally i would, but it's all next-gen stuff, and mostly intended for my own portfolio >_<

    i'll propably donate it when it's (mostly) finished.
    >> Anonymous 05/31/11(Tue)11:45 No.211933
         File1306856720.jpg-(15 KB, 373x309, mkfw.jpg)
    15 KB
    mfw when i actually used the term 'next gen'...
    >> Anonymous 05/31/11(Tue)13:16 No.211943
    > Also, still trying to figure out how to create smoothing groups in Blender...
    It's actually pretty easy (and awesome) in Blender 2.5:
    >> UnconventionalT 05/31/11(Tue)15:26 No.211959
    No way, I can MARK edges as sharp?

    Thanks for the link btw.
    >> Anonymous 06/03/11(Fri)16:17 No.212512
         File1307132250.gif-(408 KB, 160x120, 1298180630001.gif)
    408 KB
    Bamp guys! How is the progress?
    >> Anonymous 06/04/11(Sat)19:53 No.212771
         File1307231589.png-(2.64 MB, 1920x1080, temp3.png)
    2.64 MB
    bumping with old pic

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