2D/3D art
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Re: 2D/3D art
Posted by Orpheus on Thu Apr 13th at 2:57pm 2006


I assume the model is the pillars?

They look nice, what they are attached to is awful.

It might, in the long run, pay to illustrate their purpose in a more favorable setting. It looks odd to have hours invested in a model, and moments invested in a setting/atmosphere.

Either way, even if the pillars are not the model, they look nice.





The best things in life, aren't things.



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Re: 2D/3D art
Posted by nooba on Fri Apr 14th at 1:02am 2006


The model is the archway in the wall..

? quote:
what they are attached to is awful.


What they are attached to, is crap. <img src=" SRC="images/smiles/icon_lol.gif"> It's not even serious.. It was just a test :P




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Re: 2D/3D art
Posted by ReNo on Fri Apr 14th at 1:21am 2006


It's still not entirely clear to me where the model ends here and where the world brushes start. Is the large flat area above the pillars - the surface with the dual arch indents - part of the model or not? I'm guessing the large outside arch is made of world brushes, but the inside bit I'm not so sure about.





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Re: 2D/3D art
Posted by Orpheus on Fri Apr 14th at 1:29am 2006


I wasn't trying to be mean, or funny. The only thing that looks good is the pillars.

The rest looks awful.

My point was simply to encourage you to invest enough time into your area to not detract from the goal, which is to promote your models.

Sorry if that sounded cruel.





The best things in life, aren't things.



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Re: 2D/3D art
Posted by fishy on Fri Apr 14th at 1:43am 2006


making pillars of various lengths, and arches of various spans, and leaving them as seperate models, would give more mapping options than having the pillars and arches tied together. it would also let some people use only the bits they liked/wanted.

the tricky bit with that, is getting the models to have origins that will let them easily line up with each other.




i eat paint



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Re: 2D/3D art
Posted by nooba on Fri Apr 14th at 2:19am 2006


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

I see... You should be able to see it now.. I hope.. <img src=" SRC="images/smiles/sad.gif">



? quote:
The rest looks awful.


Would you like to help me out here, and maybe, give me some suggestions?





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Re: 2D/3D art
Posted by Orpheus on Fri Apr 14th at 2:57am 2006


? quoting nooba

? quote:
The rest looks awful.



Would you like to help me out here, and maybe, give me some suggestions?

Dude, I already gave you top notch advice on "Presentation"

Fishy gave superb advice on "flexibility"

I dunno how to say this any clearer, but "everything" above the pillars is yucky.

Not the idea of the arch, but the construction of the one you have made.

/giggles

hold on a sec, I just saw something funny...

BRB

image

Looks like a stone helmet, or something Greek. <img src=" SRC="images/smiles/icon_lol.gif">





The best things in life, aren't things.



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Re: 2D/3D art
Posted by nooba on Fri Apr 14th at 3:05am 2006


Alright, so.. there is no way of unyuckifying it?




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Re: 2D/3D art
Posted by Orpheus on Fri Apr 14th at 12:45pm 2006


? quoting nooba
Alright, so.. there is no way of unyuckifying it?

Arches tend to be made up from pieces. Yours looks like someone chiseled it out from one block of stone.

You need a transition so to speak. and that should pretty it up a bit.

I cannot really search for screens on arches because not everyone is aware that I am on 56k and the whole internet is full of oversized screens.

here is one small picture. image

Notice, the arch is only the one small band above the pillars. The rest is wall.. Wall from whatever needs an arch. Don't attach a wall, unless you want to restrict your arches usability to the theme you picked FOR THE USER.





The best things in life, aren't things.



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Re: 2D/3D art
Posted by Dr Brasso on Fri Apr 14th at 1:57pm 2006


nooba, if i may, the thing that throws me about it, is the singularity of it....as jon said, theres nothing to make it look as if its "built up" as a real arch would be....now, thats not to say that there is no such thing as a single facad arch, but they are much more modern in design, (stucco in south cali comes to mind)...and the visual is almost amplified by the shading....it gives it a convex look, like a rounded stone helmet...i dont know if the skinning is the problem in that context, but i think it well worth looking into....

btw sir.....yer tenacity is admirable, as i see an excellent modeller emerging in the future.....keep it up dude, gj.... <img src=" SRC="images/smiles/icon_wink.gif">

Doc B...:dodgy:





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Re: 2D/3D art
Posted by nooba on Fri Apr 14th at 3:01pm 2006


I hope it is better, because, I can't keep UV Mapping this thing.. :P

image

If it ain't better, thanks for the help anyway..




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Re: 2D/3D art
Posted by Dark_Kilauea on Fri Apr 14th at 6:54pm 2006


That is better. I can see a nice application of bumpmap textures here.


Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/



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Re: 2D/3D art
Posted by fishy on Fri Apr 14th at 8:27pm 2006


this is the model that i'm working on atm;




i eat paint



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Re: 2D/3D art
Posted by Orpheus on Fri Apr 14th at 10:33pm 2006


@nooba. As I said before, you are restricting the users to what you decided was best. You need to make your arch in such a way as to allow the user to incorporate it how "THEY" want to use it. You will limit your users by adding walls/upper areas.

Make your arch with nothing above it.

@ Fisheye... Nice. I like planes. I like ships more but planes are sweet.





The best things in life, aren't things.



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Re: 2D/3D art
Posted by nooba on Sat Apr 15th at 4:23am 2006


I assume by above you mean like this.. And would you like me to remove the sides too?

image




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Re: 2D/3D art
Posted by Orpheus on Sat Apr 15th at 11:20am 2006


Yes/No.

Its your model, so its your choice. I would never tell you what you need to release or not.

Release a version that you worked so hard on to complete. That way, you have it out there. The problem is, now someone will have to build architecture that you picked out. It should be the other way around. Models should compliment the architecture, not dictate its pattern. Remember, people cannot retexture your model to fit.

Then edit the model so that you have something more similar to the tiny screen I posted. You want arches... Upside down "U" above the pillars.. Narrow pieces of rock forming the "U"





The best things in life, aren't things.



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Re: 2D/3D art
Posted by Pvt.Scythe on Sun Apr 30th at 8:50pm 2006


Some of my recent tests with Indigo. Models and materials(although they aren't working for some reason on those empty casings) done in Blender.

[img=http://img244.imageshack.us/img244/4090/im1146413321tonemapped21wm.th.jpg]
[img=http://img244.imageshack.us/img244/9116/im1146244347tonemapped2xx.th.jpg]
[img=http://img267.imageshack.us/img267/7607/im1146421140tonemapped4zo.th.jpg]



''Everyone wades in s**t until they're competent enough to walk on it. Jesus style.''
Dystopia - Empires



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Re: 2D/3D art
Posted by ReNo on Sun Apr 30th at 9:58pm 2006


I think that the material used on the bullet casings is a little too reflective - they look mirror finished, like they are made of chrome or something.





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Re: 2D/3D art
Posted by Orpheus on Sun Apr 30th at 11:03pm 2006


? quoting ReNo
I think that the material used on the bullet casings is a little too reflective - they look mirror finished, like they are made of chrome or something.

First, there are chrome bullets. I see them on occasion.

but, I think the shiny is just fine of you could get the color closer to the more common brass shading. New bullets, even those made of brass are pretty shiny. Not mirror shiny but polished shiny for sure. Dull up the mirror finish and make them brass and you got it licked.





The best things in life, aren't things.



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Re: 2D/3D art
Posted by Pvt.Scythe on Mon May 1st at 8:18am 2006


They were brass when I exported them, but somehow everything else except the reflection went MIA during the export. That's why I said that the materials aren't working on the casings. But thanks on the comments anyway. I'll try to get those materials working. If everything else fails I'll UV-map those casings.

As for the rendering times, each picture took somewhere between 2 to 3 hours to render. Indigo is a bit slow, but you gotta love that GI at work.



''Everyone wades in s**t until they're competent enough to walk on it. Jesus style.''
Dystopia - Empires




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