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    File : 1264521620.jpg-(1.41 MB, 2800x1600, Image3.jpg)
    1.41 MB Collab thread? Anonymous 01/26/10(Tue)11:00 No.7459  
    We should do a collab work together. First we get someone here or on /ic/ to create a piece of concept art like in this image. It should be something with many different things that need to be modeled then we all collab on creating it. We each could choose an object then maybe cross it off the concept art image and upload that image so everyone would know what is being worked on and what still needs to be done.

    Some people are better modelers and others are better with textures, materials, or lighting so there would also be the option of uploading a mesh you made and having someone else texture it as part of the collab.

    How about it?
    >> Anonymous 01/26/10(Tue)11:01 No.7464
    we should try and knock something out really quick. Long
    drawn out group projects never get finished
    >> Anonymous 01/26/10(Tue)11:03 No.7472
    You have my polygons.
    >> ThatGuyThatUsesSketchup !!DZVVQeBv5Pn 01/26/10(Tue)11:03 No.7473
    gimme something i can do in sketchup
    >> Anonymous 01/26/10(Tue)11:06 No.7485

    And my UVs.
    >> Anonymous 01/26/10(Tue)11:08 No.7489
    It's possible, but once you have team assignments, you have to take the project far away from /3/.
    >> Anonymous 01/26/10(Tue)11:12 No.7504
    ill help
    >> Anonymous 01/26/10(Tue)11:14 No.7509
         File1264522475.jpg-(153 KB, 1000x725, Gal Gimli 03.jpg)
    153 KB


    But seriously, sounds like a nice idea. But don't think it'll work very well. As files are less easily transferable as just images and stuff like this requires planning to get anywhere good or else it'll just become unmanagable, a mess and it'll end up just being dumped.

    Something simple, maybe. Everyone models according to a theme or something?
    >> Anonymous 01/26/10(Tue)11:15 No.7513

    And my NURBS!
    >> Anonymous 01/26/10(Tue)11:44 No.7624
    just about everything opens .obj, and the organizing/coordinating can be done by one or two people.

    Anyway, I am pretty good at jets.
    >> Anonymous 01/26/10(Tue)11:51 No.7640

    And my animations !
    >> Anonymous 01/26/10(Tue)12:00 No.7659
    Crowd scene where everyone models themselves?
    >> Anonymous 01/26/10(Tue)12:02 No.7665
    Sounds awesome, i wanna make some art now... but about what O_o
    >> Anonymous 01/26/10(Tue)12:13 No.7695
    >> Anonymous 01/26/10(Tue)12:16 No.7703
    let's just model OP's image.

    everyone draw a line around what they will be making, and then build it.

    how about:

    no textures, purely modeled. limit of 20,000 triangles (not wuads!) per person/object.
    you will host your .obj at rapidshare/megaupload/etc/etc

    compositing/rendering done by whoever weants to do it. then we can get some of the concept artists/whoever to draw over the top of the render.

    >> Anonymous 01/26/10(Tue)12:17 No.7710
    >> frog !!SpMxCIWJzZd 01/26/10(Tue)12:27 No.7740
         File1264526863.jpg-(148 KB, 929x1410, frogs_piece.jpg)
    148 KB
    Here's mine then.
    >> Anonymous 01/26/10(Tue)12:35 No.7754
         File1264527311.jpg-(1.26 MB, 2800x1600, Image1_001.jpg)
    1.26 MB
    Ok here is what I will do, I added frogs piece to the reserved image as well.
    >> Anonymous 01/26/10(Tue)12:37 No.7758
    You sure we shouldn't start with something simpler?

    Personally, I am tempted to go grab some common (but simpler) wallpapers from /wg/ and start from there.
    >> Anonymous 01/26/10(Tue)12:46 No.7768
    you have my pixels.
    >> frog !!SpMxCIWJzZd 01/26/10(Tue)12:47 No.7770
    I think everyone should be able to make at least something from this, no matter how small/large it actually is.

    There's alot of blocky shapes that can be done with only a very basic skill level.
    >> Anonymous 01/26/10(Tue)12:50 No.7774
         File1264528212.jpg-(767 KB, 2800x1600, 1264527311486_p.jpg)
    767 KB
    lets try this
    >> Giraffe 01/26/10(Tue)12:56 No.7784
         File1264528568.jpg-(1.24 MB, 2800x1600, cy1ltx7w.jpg)
    1.24 MB
    Okay then.
    >> frog !!SpMxCIWJzZd 01/26/10(Tue)12:58 No.7792
    because this thread will get lost we'll just have to either hope a mod stickies it, or we'll keep track of the image with which parts are being made - if some parts get made more than once then we will simply have the compositor re-arrange things for the final render.

    looking at that concept it has a lot fo room for interpretation.
    >> Anonymous 01/26/10(Tue)13:18 No.7839
         File1264529903.jpg-(2.3 MB, 2800x1600, Untitled-1.jpg)
    2.3 MB
    K, im still a newb but ill try it ^_^
    >> Anonymous 01/26/10(Tue)13:26 No.7855
    you picked one of the most complicated pieces though
    >> Anonymous 01/26/10(Tue)13:39 No.7885

    If you're a newb, I'd recommend a simpler one, like this one.
    >> Anonymous 01/26/10(Tue)13:44 No.7898
    you forgot your image bro
    >> Anonymous 01/26/10(Tue)13:46 No.7901
         File1264531561.jpg-(1.23 MB, 2800x1600, sctkia64.jpg)
    1.23 MB

    >> rage 01/26/10(Tue)13:46 No.7904
    this project WILL fail..
    get a fucking simpler image.. not something that requires 100 people working tirelessly on each part
    >> Anonymous 01/26/10(Tue)13:52 No.7921
    we have all the time in the world, no need to rush this
    >> Anonymous 01/26/10(Tue)13:54 No.7932
    Voting for this. It'd be awesome, methinks.
    >> Anonymous 01/26/10(Tue)14:27 No.8026
    Hows yall progess
    >> Anonymous 01/26/10(Tue)17:14 No.8435
    >> Anonymous 01/26/10(Tue)17:20 No.8441
    if there are some top notch modelers on this board
    who think they can take this on, then by all means
    go for it.

    But the first problem is that the painting does not give
    enough detail. For example I would like to model that
    little trolley/bus thing in the lower left but there is not
    enough detail to go on, I would have to make stuff up

    Second problem is that this project is beyond the skill
    level of most people
    >> Anonymous 01/26/10(Tue)17:21 No.8443
    wait so are we choosing which bits we do?
    >> Anonymous 01/26/10(Tue)17:22 No.8444
    First you guys need a reference scene. So you all be working on the same scale and proportions. This will also help placing all the elements into the scene.
    >> larrybraverman !2T14yW4X02 01/26/10(Tue)17:34 No.8463
         File1264545247.jpg-(2.3 MB, 2800x1600, 1264531561159.jpg)
    2.3 MB
    blue - because im not very good at 3d modelling
    >> Anonymous 01/26/10(Tue)18:44 No.8638
    Actually, color coding the parts might be a good idea. I feel like I can contribute some models fairly easily, like the loud speakers and those little planes back there, but I wouldn't want to say that I can do a whole section, because I am not sure I can.

    I do think we need some orthographic drawings for the buildings, though. Maybe we should start with making some decent plans, then begin modeling based on a single set of plans. This is particularly important for the canals.
    >> Anonymous 01/26/10(Tue)18:46 No.8640
    Coruscant - Jap town?
    >> Sharkz !DOMf6Y13SI 01/26/10(Tue)18:51 No.8646
    I might help with this but my modelling skills are very limited :(
    >> Anonymous 01/26/10(Tue)19:01 No.8672
    you can do it!
    >> Anoon !9pI4h3/VLg 01/26/10(Tue)19:04 No.8680
    God, I would help, but I have no idea where I'd start.
    >> Anonymous 01/26/10(Tue)19:07 No.8695
    Hmm, I could give my hand out at texturing.
    >> Anonymous 01/26/10(Tue)19:44 No.8761
         File1264553084.png-(34 KB, 885x773, collab_part_001.png)
    34 KB
    Just started my part a bit ago, I don't have much time to do a lot tonight but I thought I would post anyway to show that progress is being made. I have no clue how the part I selected is supposed to translate to 3d, what the fan is for, and several other small problems but I guess that just leaves room from me to come up with my own ideas.
    >> Anonymous 01/26/10(Tue)21:51 No.9059
    And my splines!
    >> Anonymous 01/26/10(Tue)21:55 No.9080
    this is epic
    >> Anonymous 01/26/10(Tue)21:59 No.9099
    it looks like someone's perspective homework
    >> Anoon !9pI4h3/VLg 01/26/10(Tue)21:59 No.9100
    Imagine if /3/ did all this and then it went into UDK.

    And worked.

    I think my head would explode.
    >> Anonymous 01/26/10(Tue)22:09 No.9123
    i'm such a big fan of imperial boy. good luck guys, hope it works out /<3/
    >> toby Anonymous 01/26/10(Tue)22:09 No.9126

    how do you do arches like that? 6 years in max and ive never had to do arches, until now. howd you do that.

    i might help out if i can, got lots of uni work to do
    >> Anoon !9pI4h3/VLg 01/26/10(Tue)22:12 No.9139
         File1264561979.jpg-(1.41 MB, 2800x1600, 1254843492288.jpg)
    1.41 MB
    Oh snap, just realised:

    Here's the daytime version of OP's scene, if you can't work out some details.
    >> rage 01/26/10(Tue)22:14 No.9145
    ITT: nothing happens
    >> Anonymous 01/26/10(Tue)22:17 No.9157
    I dont see why not, we can do it in low poly.

    Though Ill admit. /v/ tried to group together to make a game, it quickly fell apart. I was part of that team..
    >> Samurai Jack !JNS//AKUUU 01/26/10(Tue)22:25 No.9164
    You talking about PRESSURE?
    >> Anonymous 01/26/10(Tue)22:29 No.9168
         File1264562968.png-(15 KB, 582x734, arch.png)
    15 KB
    The quickest way to make an arch in 3ds max is to:

    1.Create a tube (I like to adjust the number of faces to a number that will cause polygons to line up with the half way point)
    2.Delete the bottom half.
    3.Select outer ring of verts
    4.Scale down on the z-axis
    5.Move up.
    6.Zero extrude the side areas and move down.
    >> Anonymous 01/26/10(Tue)22:40 No.9181
    No, we were trying to make a game with UDK
    >> Anonymous 01/26/10(Tue)22:41 No.9182

    thanks a lot, simple.
    >> Anonymous 01/26/10(Tue)22:48 No.9200
    Try to make a habit of cloning vertices buy dragging them using only the Z-axis arrow, 0-extrude leaves micro variations, it's not really something noticeable, but it gives a lot of people the creeps. you know, that 0.02 variation between two vertices in a straight line.
    >> Anonymous 01/26/10(Tue)22:49 No.9205

    lets do it!
    >> Anonymous 01/26/10(Tue)22:52 No.9214
    Also, fucking Radeon get.
    >> LLR 01/26/10(Tue)23:05 No.9253
    best of luck
    >> Anoon !9pI4h3/VLg 01/26/10(Tue)23:19 No.9276
    Thing is though, that's /v/. Where I primarily hung out before /3/ was resurrected. All ideas, no execution. At least on /3/ people know what they're doing.

    Fukken saved, that'll come in useful. Miles better than my current technique.
    >> Anonymous 01/26/10(Tue)23:22 No.9285
    Well actually everyone on the team knew what they were doing, its just everyone was busy, and it was right before the holidays started off, which was really bad timing.
    >> R !n1oc4Ufb0A 01/27/10(Wed)00:34 No.9460
    Why do I get the feeling that, by the time we each finish our models, no one will have a computer that will be able to import and organize them all?
    >> Anonymous 01/27/10(Wed)00:44 No.9478
    I always creep myself out when aligning verticles in maya.

    Drag the scaling axis to the middle point over and over till it looks perfect, most modelers do this, still have the feeling it can never be perfect :/
    >> Anonymous 01/27/10(Wed)00:46 No.9479
    ...don't we need a texture artist?
    >> Anonymous 01/27/10(Wed)01:00 No.9508
    I might join in if this thread is still alive by tomorrow evening, have to finish up some client work first.
    >> Anoon !9pI4h3/VLg 01/27/10(Wed)01:03 No.9514
    Would be nice if mods could sticky this and the general advice thread.
    >> Shade !!TVhkCJB2ipJ 01/27/10(Wed)01:17 No.9531

    An alternate way to do this is to hold down the V key and grab the arrow of the move tool and vertex snap to the vertex to the same x, y, or z space as the one that is perfect. Remember to do only one axis at a time and to grab it by the arrow no by the center.
    >> Anonymous 01/27/10(Wed)01:39 No.9572
    Snaps in Max drive me nuts
    they never snap right

    I wish it worked more like Mayas
    >> Anonymous 01/27/10(Wed)01:42 No.9576
         File1264574541.png-(379 KB, 706x727, collab_part_002.png)
    379 KB
    I was able to put another hour in, blocked in the area around what I am working on a bit so that I can start to figure out how it should fit together in 3d. I have a lot of work and a long way to go yet but this looks like it is going to be fun.
    >> Anoon !9pI4h3/VLg 01/27/10(Wed)01:48 No.9585
         File1264574912.png-(596 KB, 640x480, bridgedoodle.png)
    596 KB
    Semi-offtopic: Did a little doodle whilst thinking a bit.
    Any suggestions for an area for me to have a crack at based on this little 1.30hr model? I'm not fantastic, but it's worth a shot.
    >> Anonymous 01/27/10(Wed)02:42 No.9690
    I'm bumping this just so it doesn't die.
    >> Anonymous 01/27/10(Wed)03:40 No.9794
    [spoiler] I can't ;_; [spoiler]
    >> frog !!SpMxCIWJzZd 01/27/10(Wed)04:20 No.9897
         File1264584017.jpg-(17 KB, 175x231, 1261600876376.jpg)
    17 KB

    At naysayers talking about needing reference scenes and shit like that - it isn't needed. Whoever puts all the pieces together will just rescale things according to their interpretation of the reference image.

    The point of not having textured models is that EVERRYONE can have a go at making something, they don't need to unwrap, texture, export, they just need to know how to model, and they can do it in ANY program. You start giving people reference files and they will import it into their own files system/unit setup and before you know it everyone is working to different scales anyway.

    As for getting it running in a game engine - no problem, we can put this (very easily) in unreal 3 or cryengine (their exporters make it very easy), personally I would prefer to put it into cryengine - but here's the thing, we don't have to if we don't want to, we can just get someone here who likes rendering, to render out a composited scene.
    >> frog !!SpMxCIWJzZd 01/27/10(Wed)04:23 No.9907
    I would suggest checking out the picture and selecting somethign even more intricate - there's plenty of oriental shapes to challenge you!

    the fact that it doesn't give enough detail is a bonus - people can use some creativity. Instead of just copying, which is boring in any line of work.

    good stuff bro!
    >> Anonymous 01/27/10(Wed)04:30 No.9925
    Please sticky this thread.
    >> Anonymous 01/27/10(Wed)04:34 No.9930


    And, are we supposed to texture our models?
    >> Anonymous 01/27/10(Wed)04:35 No.9932
    I think we agreed not to.
    >> Anonymous 01/27/10(Wed)04:37 No.9935
    I'm taking the structure located in the foreground just to the right of the center.
    >> Anonymous 01/27/10(Wed)04:40 No.9939
    Looking at that painting, even when taking depth into account... am i the only one that feels the artist's sense of scale is seriously fucked?
    >> Anonymous 01/27/10(Wed)04:42 No.9942

    Yeah I know, some parts are gonna have to be seriously skewed if we want this to work. But oh well.
    >> Anonymous 01/27/10(Wed)04:44 No.9945
    The other option is that whoever does the final scene assembly takes some artistic liberties and makes everything on-scale.
    >> Anonymous 01/27/10(Wed)04:47 No.9950

    Everyone should be try to do that on their own sections.
    >> Anonymous 01/27/10(Wed)04:49 No.9951
    I believe we should work on the "Keyboard with a Tenga in the middle" idea first.
    >> Anonymous 01/27/10(Wed)04:52 No.9956
         File1264585970.jpg-(12 KB, 251x189, 1264576516662.jpg)
    12 KB
    >> frog !!SpMxCIWJzZd 01/27/10(Wed)04:53 No.9957
    what is this i don't even
    >> Anonymous 01/27/10(Wed)04:57 No.9962
    I'm fine using Sketchup as long as I export to .obj right?
    >> frog !!SpMxCIWJzZd 01/27/10(Wed)05:07 No.9988
    >> Anonymous 01/27/10(Wed)05:23 No.10027
    i'd be into this if there was somewhere to dump/message that was less likely to disappear at the drop of a hat.
    >> larrybraverman !2T14yW4X02 01/27/10(Wed)05:25 No.10035
    is there anyway, besides here we can talk? Steam, maybe a google wave, i have 30~ invites, and maybe email. contact me at my email or steam in the email field.
    >> Anonymous 01/27/10(Wed)05:28 No.10041
    +4chan has a project board.
    The community's nice and the boards move slow so there's little need to worry about loosing the topic.

    Just be sure to make only one topic.
    >> Anonymous 01/27/10(Wed)05:28 No.10044
    If we do this anywhere outside of /3/ we won't draw more people in. We need to get the thread stickied, if someone was to ask in #4chan on IRC a mod might do it.
    >> Anonymous 01/27/10(Wed)05:30 No.10049
    Also it is not that big of a deal, just bookmark the thread and if the bookmark 404's just create a new thread and upload the current reserved/crossed-off ref image.
    >> larrybraverman !2T14yW4X02 01/27/10(Wed)05:38 No.10070

    ah ok guys, well if we feel need later on, we can add each other various ways.
    >> Anonymous 01/27/10(Wed)05:47 No.10084
    I have the latest image and the important posts saved in text file so we can just upload as and when need, until a mod (are there even fukken mods in /3/?) can sticky us a thread
    >> Giraffe 01/27/10(Wed)07:04 No.10187
         File1264593872.jpg-(297 KB, 1224x800, wip.jpg)
    297 KB

    Oh? Where?
    I'm going to texture my part anyway, textures are easily adjusted...but the model is coming along nicely work on and off. Trying to keep it in the same slightly sloppy/whimsical style (nothing perfectly straight) as the drawing while relatively low poly (also saving time).
    Maybe I'll do another part too if I finish this one.
    >> Anonymous 01/27/10(Wed)07:06 No.10189

    Ah shit. Ive been working on that section for a while.
    See post:


    I'm almost done the whole tower.
    >> Anonymous 01/27/10(Wed)07:13 No.10198

    That is why you guys need to read the entire thread before you start working.
    >> ThatGuyThatUsesSketchup !!DZVVQeBv5Pn 01/27/10(Wed)07:13 No.10200
         File1264594402.jpg-(1.3 MB, 1960x1120, 1264561979575 - Copy.jpg)
    1.3 MB
    i got this!
    >> frog !!SpMxCIWJzZd 01/27/10(Wed)07:14 No.10204
    Keep working on it - I mentioned previously that it doesn't matter if something is creaed twice - it will find it's way into the final composition.

    I doubt we will recreate this 100%, so the more stuff we have that can be used as "filler" the better :)
    >> Giraffe 01/27/10(Wed)07:39 No.10235

    Haha, pics or it didn't happen. Serves you right for not reading the whole thread... see post >>7784
    But yeah, as frog said, could be used somewhere else.
    Guess the better one will get foreground right? ;)
    >> Anonymous 01/27/10(Wed)07:43 No.10241
    >implying I didnt already claim that part
    >> Giraffe 01/27/10(Wed)07:47 No.10249

    Yeah...and they're kind of connected as one part (with the ladder and all).

    >> Anonymous 01/27/10(Wed)07:50 No.10253
    >> Anonymous 01/27/10(Wed)07:53 No.10256
    idiots can't tell a joke, who claims a cylinder? the guy was obviously trying to be a smartass.
    >> frog !!SpMxCIWJzZd 01/27/10(Wed)07:58 No.10260
         File1264597138.jpg-(140 KB, 969x971, Clipboard01.jpg)
    140 KB
    Here's my lunchtime work:

    Currently 5000 tris, just adding in a few more details and such. Then I'll move onto another piece.

    Any other bros finding this really relaxing? It's so nice to just focus on shapes and form rather than worrying about all the other shit that goes into making a game model.
    Kinda wish I could do this all day :(
    >> Giraffe 01/27/10(Wed)07:59 No.10261

    Oh looks kind of nice actually, what's the tri count? Funny how you interpreted thing differently. We'll see where mine ends up.
    >> frog !!SpMxCIWJzZd 01/27/10(Wed)08:00 No.10266
    >Funny how you interpreted thing differently

    sums up the whole point of this perfectly!
    >> Giraffe 01/27/10(Wed)08:01 No.10269

    Woa, that's kinda tri heavy though. But shaping up nicely apart from that.
    But yeah, I agree, it's kinda nice not having to come up and design the whole thing but just go by the ref.
    >> Anonymous 01/27/10(Wed)08:02 No.10270

    Just over 2k on the tri count.
    >> Anonymous 01/27/10(Wed)08:04 No.10275
         File1264597440.jpg-(2.93 MB, 2800x1600, 1264545247521.jpg)
    2.93 MB
    Grabbing a bit more stuff around what I was modeling, it seems to all be turning into one piece. Not sure what I am going to do with the bottom area where it starts to go into fog.
    >> frog !!SpMxCIWJzZd 01/27/10(Wed)08:05 No.10280
    >no textures, purely modeled. limit of 20,000 triangles (not quads!) per person/object
    >> frog !!SpMxCIWJzZd 01/27/10(Wed)08:07 No.10285
    Just extrude the faces down a little - and we'll add in fod during composition.
    >> Anonymous 01/27/10(Wed)08:07 No.10286
         File1264597639.jpg-(315 KB, 700x400, myarea.jpg)
    315 KB
    Working on this now.
    >> frog !!SpMxCIWJzZd 01/27/10(Wed)08:07 No.10288
    fog too
    >> Anonymous 01/27/10(Wed)08:10 No.10291
    Brb, re-downloading photoshop so I can mark my area >.<
    >> Anonymous 01/27/10(Wed)08:11 No.10292

    Use GIMP son.
    >> Anonymous 01/27/10(Wed)08:12 No.10294
    Do you think you guys should set up a wiki or something to keep track of all the work? It's quite a big project, with a lot of people working on it. It will need some sort of structure for people to keep working on it, as well as a reference point. Threads don't last forever.
    >> Anonymous 01/27/10(Wed)08:14 No.10298

    1000 internets to whoever can set up a project space for us.
    >> Anonymous 01/27/10(Wed)08:15 No.10299
    One of those free forums..? I'll look into it.
    >> Anonymous 01/27/10(Wed)08:18 No.10304

    Setting things up nao...
    >> Peter Enis !JnY88ep5OY 01/27/10(Wed)08:20 No.10305
         File1264598422.jpg-(35 KB, 1280x720, progress.jpg)
    35 KB
    ~2000 Faces
    >> Anonymous 01/27/10(Wed)08:21 No.10307

    Looks great so far!
    >> Peter Enis !JnY88ep5OY 01/27/10(Wed)08:23 No.10310
    thanks :3
    I have to agree with Frog and Giraffe, this is really relaxing~
    >> Anonymous 01/27/10(Wed)08:25 No.10315
    and kind of cool just watching
    -random bypasser who's fairly interested in 3d :P
    >> Gijsje :3 !!Go+rsbriBW5 01/27/10(Wed)08:28 No.10318
    And quite fun to randomly refresh on my internship whilst I'm waiting for playblasts... good luck guys :)
    >> frog !!SpMxCIWJzZd 01/27/10(Wed)08:43 No.10348
    nooo i swear a forum is always a death note for any chan project for some reason.

    I guess it's a good idea to keep track of things anyway :3
    >> Giraffe 01/27/10(Wed)09:13 No.10386
         File1264601583.jpg-(1.22 MB, 2800x1600, 1264597440897.jpg)
    1.22 MB

    Yeah I agree, we need to keep it here, just make a new thread when this one dies.

    Updated picture for grabs because one goof used a different image.
    >> Anonymous 01/27/10(Wed)09:19 No.10392
         File1264601995.jpg-(882 KB, 2800x1600, image.jpg)
    882 KB
    Sorry about the awful paint job. No ps here.
    >> Anonymous 01/27/10(Wed)09:24 No.10397
    more and more red :D
    >> Peter Enis !JnY88ep5OY 01/27/10(Wed)09:29 No.10400
         File1264602575.jpg-(231 KB, 1280x720, progress_2.jpg)
    231 KB
    another render, this time with a more pleasing background color
    >> Giraffe 01/27/10(Wed)09:42 No.10410

    Nice, though the proportions seem a little off, try to create a plane with the ref on it (self illuminated) in your scene, then create a camera and rotate the plane and the camera so they line up to your model.
    Easy for quick proportion checks and such. ;)
    >> Peter Enis !JnY88ep5OY 01/27/10(Wed)09:52 No.10425
    yeah, I'll do that
    >> Anonymous 01/27/10(Wed)09:54 No.10430
         File1264604093.jpg-(2.59 MB, 2800x1600, do eet.jpg)
    2.59 MB
    Deleted forum (waiting for confirmation mail). Marking my area ^^
    >> Osprey 01/27/10(Wed)09:57 No.10434
         File1264604221.jpg-(2.57 MB, 2800x1600, 1264601995145.jpg)
    2.57 MB
    Joining the cause.
    >> Peter Enis !JnY88ep5OY 01/27/10(Wed)10:03 No.10441
    oh wow
    I think the perspective in the OP is a little screwed up at some parts.. I can get it to align pretty well, but perfectly is impossible.
    Who cares though, not like anyone will notice in the final pic~
    >> Anonymous 01/27/10(Wed)10:04 No.10442
    that's a lot of shit bro - you're a hero if you get it done :D
    >> Osprey 01/27/10(Wed)10:12 No.10451
    >I think the perspective in the OP is a little screwed up at some parts.

    Some parts are screwed by a lot. The tower with the dolphin and the tower with the Ferris wheel are far from each other.( by looking at the bases.). Yet they seem to be connected near the top.
    >> Peter Enis !JnY88ep5OY 01/27/10(Wed)10:13 No.10452
    I guess it looks better like this than it would look with a "realistic" perspective
    >> Anonymous 01/27/10(Wed)10:14 No.10454
    Even if we're not going to use a separate forum, it would be nice to have a single location to upload the files, rather than crapidshare and smegmaupload.
    >> Giraffe 01/27/10(Wed)10:14 No.10456

    Yeah...there's probably going to be a lot of fiddling around later to get the parts together.
    >> Devil !idZRx8pOWQ 01/27/10(Wed)10:19 No.10461
    this is awesome, love it.

    what program are you using?
    >> Anonymous 01/27/10(Wed)10:39 No.10481
         File1264606750.jpg-(27 KB, 1024x768, trainthingy.jpg)
    27 KB
    Model for the train thingys :D
    >> Anonymous 01/27/10(Wed)11:08 No.10513
    i like this so i'm bookmarking it
    >> Anonymous 01/27/10(Wed)11:09 No.10515

    o it's zanarkand, i love final fantasy x!!!
    >> Anonymous 01/27/10(Wed)11:12 No.10517
    how does this thread feel about quads? should we try and stick to them or resort to tris if we need to?
    >> Anonymous 01/27/10(Wed)11:15 No.10519
         File1264608904.jpg-(84 KB, 343x305, iStock_man_looking_up.jpg)
    84 KB
    >> Anonymous 01/27/10(Wed)11:19 No.10521

    well, I didn't know what were going to use the models for, I know I should have the whole thread but I only skimmed
    >> Anonymous 01/27/10(Wed)11:19 No.10522
    i can't really answer this easily, so i will say: use whatever the hell you want to.

    "an ngon is fine too"
    >> Anonymous 01/27/10(Wed)11:20 No.10523
         File1264609232.jpg-(37 KB, 640x435, wat.jpg)
    37 KB
    >> Anonymous 01/27/10(Wed)11:20 No.10524

    *have read the whole
    >> Anonymous 01/27/10(Wed)11:25 No.10527
    I love this thread sooo much
    >> Anonymous 01/27/10(Wed)11:32 No.10531
         File1264609951.jpg-(45 KB, 300x357, coffee.jpg)
    45 KB
    So do I. I'm drinking iced coffee through a straw and modeling SkeweredVille. Life is sweet
    >> Anonymous 01/27/10(Wed)11:34 No.10534
    what program is this?
    >> Anonymous 01/27/10(Wed)11:38 No.10540

    looks like max with a mental ray render?
    >> Anonymous 01/27/10(Wed)11:38 No.10541
    how are we going to keep different programs to scale? or are we just going to worry about that later?
    >> Anonymous 01/27/10(Wed)11:38 No.10542
    Wow, this is fucking awesome.
    >> Anonymous 01/27/10(Wed)11:40 No.10545
    Well op, it's a seriously good idea, i hope shit like that would happen. If nothing else it could result in meeting people for a online 3D team, to help out eachother. Who knows! It's very few people that are capable to uphold longdistance teamworking.
    >> Anonymous 01/27/10(Wed)11:44 No.10552
    I'm giving my contribution even though I am still learning... I hope it's not a problem if I don't deliver up to standard.
    >> Anonymous 01/27/10(Wed)11:49 No.10556
         File1264610998.jpg-(120 KB, 1024x768, project.jpg)
    120 KB
    My part so far (lower right)

    Nothing much as of yet, but I'll upload it anyways :>
    >> Anonymous 01/27/10(Wed)11:51 No.10561
    Visiting /3/ from /v/... God damn this board is awesome, wish I could contribute.
    >> Anonymous 01/27/10(Wed)11:57 No.10569
         File1264611422.jpg-(2.4 MB, 2800x1600, Untitled-1.jpg)
    2.4 MB
    doing ferris wheel will post after class
    >> Anonymous 01/27/10(Wed)11:57 No.10571
    Ok I didn't follow this thread at first but it seems interesting. I guess I should contribute. Is >>10434
    up to date ? I can pick anything that's not red yet, that's it ?
    >> Anonymous 01/27/10(Wed)11:59 No.10576
    what programs are these
    >> Anonymous 01/27/10(Wed)12:01 No.10580
    yes, and yes, also yes.

    awesome :D
    I would be careful adding so many sides to a cylinder. did you know the perfect amount for visual fidelity and performance is 12 sides!

    you are welcome to contribute and it WILL be used in the final image.
    in my opinion the purpose of this should be for everyone to add something and become a part of the project!
    >> Anonymous 01/27/10(Wed)12:04 No.10583
         File1264611860.jpg-(39 KB, 1024x768, wooo.jpg)
    39 KB
    An adventurer, all the way from /v/ you say?
    Sit down weary traveler, and tell your tales over a glass of wine.

    (Threw model together just to say that :/)
    >> Anonymous 01/27/10(Wed)12:06 No.10586
    Ah, ofc xD
    I hurried the last part along, so I wasn't very careful with the poly count >.<
    >> Anonymous 01/27/10(Wed)12:12 No.10597
    For compatibility, should we set a standard format? I was thinking .d3d, but I have no idea how well it will keep the quality D:
    >> Anonymous 01/27/10(Wed)12:14 No.10603

    let's just model OP's image.

    everyone draw a line around what they will be making, and then build it.

    how about:

    no textures, purely modeled. limit of 20,000 triangles (not wuads!) per person/object.
    you will host your .obj at rapidshare/megaupload/etc/etc

    compositing/rendering done by whoever weants to do it. then we can get some of the concept artists/whoever to draw over the top of the render.

    >> Anonymous 01/27/10(Wed)12:17 No.10611
    >then we can get some of the concept artists/whoever to draw over the top of the render.
    With a bit of luck, we could UV unwrap from point of view and just use the OP pic as texture.
    >> Anonymous 01/27/10(Wed)12:19 No.10620
    haha that is an interesting idea, i wonder how rough it'd end up looking.

    i wouldn't rely on this though, i imagine people are going to be interpreting things quite differently from what is shown in the concept.
    >> Anonymous 01/27/10(Wed)12:23 No.10626
         File1264613000.jpg-(41 KB, 318x464, Bab.jpg)
    41 KB
    >> Anonymous 01/27/10(Wed)12:25 No.10631
    what program is this
    >> Anonymous 01/27/10(Wed)12:25 No.10633
    >with a bit of luck
    you mean with godly luck
    >> Osprey 01/27/10(Wed)12:27 No.10636
    That's just stupid.
    >> Anonymous 01/27/10(Wed)12:32 No.10648

    camera mapping would be a little difficult.
    >> Anonymous 01/27/10(Wed)12:40 No.10669
    Yeah, that's stupid and not interesting, but I fear the mess collaborative texturing and lighting is going to be here.
    >> Anonymous 01/27/10(Wed)12:41 No.10673
         File1264614102.jpg-(190 KB, 1024x768, project.jpg)
    190 KB
    >> Anonymous 01/27/10(Wed)12:42 No.10676
    >> Anonymous 01/27/10(Wed)12:44 No.10681
         File1264614275.jpg-(105 KB, 347x346, thumbs_up.jpg)
    105 KB
    >> Anonymous 01/27/10(Wed)12:45 No.10682

    we won't be individually lighting and texturing the scene. that WOULD be a failure waiting to happen.

    we will just merge all the final pieces together, composite them, set up some lighting, and render it out - do a couple different passes (various time of day, levels of AO etc)

    we'll get a paintover from that point from someone who wants to join in :)
    >> Peter Enis !JnY88ep5OY 01/27/10(Wed)13:01 No.10697
    >> Anonymous 01/27/10(Wed)13:04 No.10701
    I don't get it.
    >> Anonymous 01/27/10(Wed)13:12 No.10714

    everyone makes a piece of the concept.

    you DO NOT:
    -unwrap it
    -texture it

    you DO:
    -export it to .obj
    -host the .obj somewhere and post the link

    -one anon will gather and merge, rescale, composite the pieces.
    -the same or another anon will set up lighting in his/her 3d app of choice
    -the anon renders out a number of different lgihting setups, and various test renders to be used by:

    these anons will:
    -paint over the renders done previously
    -composite various renders toghether for the best effect
    -masturbate furiously

    >> Anonymous 01/27/10(Wed)13:13 No.10716
    Imagine every segment to have light coming from different directions. One segment have light from the east while the other have lightning from the west. It'd look horrible, right? They'd all have different color schemes and just look horrible. Also the segments wouldn't cast shadows on each other, so you'd see a lot of abruptly ending shadows. That's the fail he was referring to, methinks.
    >> Anonymous 01/27/10(Wed)13:31 No.10747
    Well, for organisation, we at least need either
    1. This thread stickied
    2. If above fails, create a Google Docs area where we can host out files and organise things
    >> Anonymous 01/27/10(Wed)13:34 No.10753
    but the buildings will all get put together in ONE scene, not coloured and rendered separately.
    >> Anonymous 01/27/10(Wed)13:45 No.10771
    Yes, which is the non-fail scenario.
    >> frog !!SpMxCIWJzZd 01/27/10(Wed)13:51 No.10780
         File1264618276.jpg-(169 KB, 989x971, Clipboard01.jpg)
    169 KB
    added a few more little details and tweaked the existing shapes.

    this is enough for now, 7,388 tris.

    i will choose another piece.
    >> Anonymous 01/27/10(Wed)13:54 No.10782
    Nice :)
    One step closer to awesomeness!
    >> frog !!SpMxCIWJzZd 01/27/10(Wed)13:55 No.10784
         File1264618555.jpg-(702 KB, 2800x1600, 3.jpg)
    702 KB
    I will do this column building here.
    >> Anonymous 01/27/10(Wed)14:00 No.10789
    you sir, what program are you using? yes you, the one who made the circular plaza with the handrailing
    and you as well
    and definitely you
    and you
    andddd... you
    >> frog !!SpMxCIWJzZd 01/27/10(Wed)14:06 No.10799
    I am:
    I used 3dsmax 2010.

    an actual licensed copy. can you believe that shit.
    >> Anonymous 01/27/10(Wed)14:13 No.10815
         File1264619590.jpg-(9 KB, 640x480, re.jpg)
    9 KB
    This is what I managed to do so far... it sucks, but it's only a very small detail on the whole picture so it won't ugly the work of everyone else I guess...
    Now I got to do a little house on top of it.

    Only my second day of 3d modeling, can you believe that?
    >> frog !!SpMxCIWJzZd 01/27/10(Wed)14:19 No.10825
    you're doing well :)

    somethign a lot of people do when elarnign is to make things too thick - check the surfaces you are recreating, and always think: would this be able to exist?

    another great thing to do is not just rely on the basic shapes you have created - add some deformation (grab some verts/edges and pull them around, scale two verts and so on), a slight chamfering on the big edges always helps to catch the light and gets rid off those hard edges.

    what takes a model from good to great is adding int he little details, making an interesting shape and not giving up after one attempt.

    I encourage you to pick another piece and really challenge yourself.
    >> Anonymous 01/27/10(Wed)14:20 No.10828
    ask /v/ about DEEP SEA i think it was called.
    they would love help for their underwater survival-horror game-that-might-never-get-made, but there's neat concept art out there.
    >> Anonymystic 01/27/10(Wed)14:20 No.10829
    i'm down for texturing/lighting
    >> Anonymous 01/27/10(Wed)14:30 No.10848
         File1264620636.jpg-(142 KB, 1024x768, project.jpg)
    142 KB
    Cinema 4D here. Using Cel Renderer so people can easily see & criticize polygons.
    >> Anonymous 01/27/10(Wed)14:34 No.10858
         File1264620845.jpg-(76 KB, 1024x768, project.jpg)
    76 KB
    Oh, and here is one without Cel..
    >> Anonymous 01/27/10(Wed)14:35 No.10865
    I'll keep that in mind for right after we finish this. (seriously)
    >> Anonymous 01/27/10(Wed)14:39 No.10869
    2. Request Interface
    3. Fill in the blanks
    >> Peter Enis !JnY88ep5OY 01/27/10(Wed)14:40 No.10872
    It was called "Pressure"

    I hope well manage to fit our pieces together
    >> Anonymous 01/27/10(Wed)14:40 No.10873
    If /v/ has any good programmers we could do a /3dcg/|/v/ collab :D

    Though by title I'd go to /g/ for programmers, really :/
    >> rware !!APJ21l3bS7f 01/27/10(Wed)14:47 No.10887
    /v/'s pressure
    >> Anonymystic 01/27/10(Wed)14:48 No.10888
         File1264621688.jpg-(2.41 MB, 2800x1600, concept_green.jpg)
    2.41 MB
    i can see getting multiple parts to line up turning into a nightmare. I'll take the log flume/waterway thing :P Still down for texturing later :D
    >> Peter Enis !JnY88ep5OY 01/27/10(Wed)14:50 No.10895
    I think someone already took that square pillar thing
    >> Giraffe 01/27/10(Wed)14:57 No.10919

    The pillar next to the fish building is already taken, and use the grabbing picture for pete's sake!
    >> Peter Enis !JnY88ep5OY 01/27/10(Wed)15:02 No.10933
    Its gonna be nice to see the pieces combined. Youll be able to see the different modeling styles with every piece.
    >> anusbreath !WiMh8myBJw 01/27/10(Wed)15:03 No.10935
    lol enjoy texturing this madness...
    >> Peter Enis !JnY88ep5OY 01/27/10(Wed)15:04 No.10941

    just think about uv mapping this motherfucker.. holy crap
    >> anusbreath !WiMh8myBJw 01/27/10(Wed)15:05 No.10945
    yeah sorry, I'm not really into 3D but I have done it and enjoy looking at it... you gotta UV map it to place the textures from a PS .tiff file right?
    >> Anonymous 01/27/10(Wed)15:06 No.10948
    This is not video game content so uvw mapping only takes a very small fraction of the time.
    >> Anonymystic 01/27/10(Wed)15:08 No.10951
    a challenge is a challenge :D can't imagine life's gonna be easy in the industry,... might as well start ripping my hair out now.
    >> Anonymous 01/27/10(Wed)15:17 No.10982
    Well said. Fucking well said.
    >> Anonymous 01/27/10(Wed)15:36 No.11026
    >> Anonymous 01/27/10(Wed)15:54 No.11048
    Dude, update the image if you choose a part. I was on the point of taking the same area. I'm not reading 100+ posts to check exactly who's doing what.
    I was interested in this, where do you go up to ?
    >> Anonymous 01/27/10(Wed)15:56 No.11056
    I did update :/


    The one below me didn't use it.
    >> Anonymous 01/27/10(Wed)16:03 No.11075
         File1264626208.jpg-(2.61 MB, 2800x1600, 1264618555079.jpg)
    2.61 MB
    Well. I was looking at the last one.

    >> Anonymous 01/27/10(Wed)16:04 No.11076
    You all are just AWESOME!!!!!!!!!!!!!!!!!!!!!!!!
    >> Anonymous 01/27/10(Wed)16:06 No.11088
         File1264626412.jpg-(17 KB, 268x320, ObamaNoU.jpg)
    17 KB
    >> Anonymous 01/27/10(Wed)16:16 No.11125
         File1264627008.jpg-(2.64 MB, 2800x1600, 1264626208881.jpg)
    2.64 MB
    ill try to do the tower in the background
    >> Anonymous 01/27/10(Wed)16:20 No.11130
    what program is this
    >> Peter Enis !JnY88ep5OY 01/27/10(Wed)16:25 No.11140
         File1264627503.jpg-(263 KB, 1280x720, progress_3.jpg)
    263 KB
    Im done with this part~
    Its not perfect, but I like it.
    >> Anonymous 01/27/10(Wed)16:25 No.11141
         File1264627547.jpg-(317 KB, 455x617, skewered.jpg)
    317 KB
    Omgggg... Now I realize why doing this on freehand was a bad idea >.<

    *sigh* back to work
    >> Anonymous 01/27/10(Wed)16:25 No.11142
         File1264627556.jpg-(2.24 MB, 2800x1600, mypart.jpg)
    2.24 MB
    Guess I'm doing some of the bulk work.
    >> Peter Enis !JnY88ep5OY 01/27/10(Wed)16:27 No.11144
    lol, you wont be able to do it exactly like the pic anyway because of perspective issues. if you make it match the pic it will look weird from every angle besides the one you line it up to.
    >> Anonymous 01/27/10(Wed)16:29 No.11149
    Just stumbled onto this thread from /b/, and EPIC INTERNETS to those who have contributed so far!
    >> gamecoder !Ing3OrsY4s 01/27/10(Wed)16:32 No.11153

    programmerfag here. can't create nothing better than squares, but can code as a freak across night
    >> Anonymous 01/27/10(Wed)16:32 No.11154
         File1264627925.jpg-(14 KB, 294x280, pleading.jpg)
    14 KB

    So... It's fine..?
    I don't have to spend hours realigning polygons..?
    >> Anonymous 01/27/10(Wed)16:32 No.11156
    no, don't worry. We'll manage to fit this together somehow.
    >> Anonymous 01/27/10(Wed)16:34 No.11163
         File1264628049.jpg-(21 KB, 233x315, phew.jpg)
    21 KB
    *phew* thank god
    >> Anonymous 01/27/10(Wed)16:35 No.11167
    ...where the hell did you get these?
    >> Anonymous 01/27/10(Wed)16:36 No.11170
    Do you realize this is going to be epic??? GO ON GUYS YOU ROCK
    >> Anonymous 01/27/10(Wed)16:36 No.11171
         File1264628181.jpg-(15 KB, 309x285, thinking.jpg)
    15 KB
    Hm.. No idea, they just kind of are there..
    >> Anonymous 01/27/10(Wed)16:36 No.11173
    unrelatedly, I got a fucking screen colors problem I can't get right. I just noticed something was wrong and there was a huge difference when I corrected it. could someone post a screenshot of OP image so I can compare to be sure if it's ok now ? thanks
    >> Anonymous 01/27/10(Wed)16:38 No.11179
         File1264628318.jpg-(13 KB, 225x269, flowers.jpg)
    13 KB
    Have some flowers instead!
    >> Anonymous 01/27/10(Wed)16:39 No.11181
         File1264628346.jpg-(2.28 MB, 2800x1600, 1264627556920.jpg)
    2.28 MB
    Guess no one want those detailled, non-obvious parts
    I'll try that first floor of houses down right
    >> Anonymous 01/27/10(Wed)16:43 No.11194

    Is this "quads vs tris" thing only really relevant to making vidyagame assets?
    >> Peter Enis !JnY88ep5OY 01/27/10(Wed)16:44 No.11198
         File1264628648.jpg-(728 KB, 2800x1600, collab_marked.jpg)
    728 KB
    Ill do that pillar on the right next, marked it with GREEN
    >> Anonymous 01/27/10(Wed)17:01 No.11228
    Fuck I wish I had the time to contribute.

    If you guys do this I will cry with happiness.
    >> Osprey 01/27/10(Wed)17:07 No.11236
    I'd set up a Livestream for this WIP shit.
    >> Anonymous 01/27/10(Wed)17:08 No.11238
         File1264630130.jpg-(61 KB, 640x480, mypart.jpg)
    61 KB
    slowly but surely...
    >> Anonymous 01/27/10(Wed)17:09 No.11241
    I'd go to /prog/.
    >> Anonymous 01/27/10(Wed)17:13 No.11246

    You're welcome to watch me work on my piece here:
    >> Anonymous 01/27/10(Wed)17:15 No.11248
    3dsmax? :)

    Keep it up!
    >> Anonymous 01/27/10(Wed)17:39 No.11283
         File1264631954.jpg-(95 KB, 1024x768, project.jpg)
    95 KB
    Final? Tell me if anything needs to be changed.
    >> Anonymous 01/27/10(Wed)17:43 No.11286
         File1264632195.jpg-(51 KB, 800x600, ferris wheel progress 1.jpg)
    51 KB
    hey guys, I started the ferris wheel as promised. about 80 percent done, I just have decide if the seat windows are necessary, add detail to the seats (the ridges) and figure out some kind of support system for the seats as I can barely see it in the reference. about 9000 faces right now. I know the circular portions (like the wavy pipe and pipe around the side look low poly, but they are nurbs so we can just add more detail to them if we want.

    cheers ;)
    >> Peter Enis !JnY88ep5OY 01/27/10(Wed)17:47 No.11290
    I think the wheel is supported by two pillars in a reverse V form
    >> Anonymous 01/27/10(Wed)17:48 No.11298

    I concur.
    >> Anonymous 01/27/10(Wed)17:50 No.11301

    Are you going to do the platform that resides just off the rails, hanging over the chasm?
    >> Anonymous 01/27/10(Wed)17:50 No.11303


    Modeled in SketchUp, rendered in Kerkythea.
    >> Peter Enis !JnY88ep5OY 01/27/10(Wed)17:52 No.11307
    the one I already did ?
    >> Peter Enis !JnY88ep5OY 01/27/10(Wed)17:53 No.11312
    Its 3dsmax2010
    not that it really matters though, every modeling programm can move vertex points around.
    >> Anonymous 01/27/10(Wed)17:56 No.11323
    what the shit
    post are getting deleted all over the place
    >> Anonymous 01/27/10(Wed)17:58 No.11331
    251 posts and 58 image replies omitted. Click Reply to view.
    make a new thread
    >> Anonymous 01/27/10(Wed)18:07 No.11347
    Try to archive it before 404.
    >> Anonymous 01/27/10(Wed)18:13 No.11364

    Continue here.
    >> Anonymous 01/27/10(Wed)18:31 No.11406
    Congrats, your request has just triggered the archival process for thread 7459
    >> Anonymous 01/27/10(Wed)18:51 No.11469
         File1264636316.png-(140 KB, 450x338, 1263667530504.png)
    140 KB

    Still broadcasting my livestream of my WIP. Feel free to join in and mock my work flow.

    Pic related.
    >> Anonymous 01/27/10(Wed)18:54 No.11481
    What is the bump limit here?
    >> Anonymous 01/27/10(Wed)20:07 No.11677
    >> Anonymous 01/27/10(Wed)20:07 No.11682

    sorry about that, you can't really see the other pillar in the render, I should make the reverse v form more obvious though, thanks

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