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Thread Statistics | Show CCP posts - 0 post(s) |
Cpt Advile
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Posted - 2009.01.18 20:25:00 -
[1]
Hoi Hoi Hoi... it's ur local 3D enthusiast Captain Advile aka. ACXtreme! o/
When I finished my Minmatar BS project I wanted ppl to vote on what I should do next. That ended in disaster as everybody wanted to see nightmare (besides me ofc.) And then there was no concept art on it :(
But then when I were looking for nightmare concepts I stumbled on a Asgeir's Amarr city concept and fall insta love.
So now I'm planing to create this. (I know this project will prolly also take a full year or something )
Btw, this takes time to look good, so don't cry about funny colors and how all the life sucks for you.
---Progress--- Making the main buildings (as low poly as I can) -------------------------------------------- Captain: Scotty, boost amarr laser power... CCP Scotty: I cannot' change the laws of physics. (Stay tuned for next episode where we pre-nerf ur boost) |
Jasmina Melt
Beyond Divinity Inc
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Posted - 2009.01.18 20:44:00 -
[2]
Dat looks like a modern day's rocket launching platform.
Anyways, good luck, may you not give up too soon. á á
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Jonas Barcal
Caldari
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Posted - 2009.01.18 20:53:00 -
[3]
I like nicely done.
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Epegi Givo
Amarr Ministry of War
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Posted - 2009.01.18 20:56:00 -
[4]
that would be so awesome to see. keep up the good work, ------------------------------------- My other alt is a Ferrari |
Antimony Noske
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Posted - 2009.01.18 21:09:00 -
[5]
You don't make a high poly version first and then try to low-poly it?
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Aslann
Gallente Win and God
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Posted - 2009.01.18 21:26:00 -
[6]
Originally by: Antimony Noske You don't make a high poly version first and then try to low-poly it?
Whats the point in that if you are just making a pre-rendered scene. |
Cpt Advile
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Posted - 2009.01.18 21:33:00 -
[7]
I'm planing to make the whole pic
What's the idea? Well to better myself To spend a DT and other free time coz I like to coz I can use the still later with other jobs etc... |
Antimony Noske
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Posted - 2009.01.18 21:42:00 -
[8]
Originally by: Aslann
Originally by: Antimony Noske You don't make a high poly version first and then try to low-poly it?
Whats the point in that if you are just making a pre-rendered scene.
I was under the impression that he's doing the whole thing as a low-poly version.
Thinking more on it, doing a low-poly version first would be akin to a sketch, so I suppose it'll be more detailed as it nears completion. |
Nova Fox
Gallente Novafox Shipyards
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Posted - 2009.01.18 21:49:00 -
[9]
May I suggest talking to I-NetGraFX on devaint art, this guy does amazing cities, it wouldnt hurt to get some pointers from him. |
Spurty
Caldari Technologic Dance
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Posted - 2009.01.18 22:13:00 -
[10]
One of the things that draws me to eve like a moth to a flame is that it inspires me. It inspires me to write throw away tools in various languages (So far, .Net, Perl, Python and shell scripts and MUMPS).
seems this guy is far more artistic (My twin sister is the artistic one, I'm the Engineer) and inspired by the very unique stylizing of races in eve.
One of my dirty little secrets is that I often read the short stories for eve when on the potty :-) I love my eee pc lol. I'd be a Role Player in this game if I wasn't married with kids ;-0
Eve just inspires people a lot and although many of us just create things that were eve inspired, for our own personal pleasures, it is somewhat rewarding to see others that share their work.
Thanks for sharing. CCP, don't do anything to turn creativity inwards (such as unleashing the lawyers) as we aren't attempting to steal your lunches. Just basking in your .. um glory? BrRAAAAAaaaaaaaaaaaAAAAAAIIIIIIIIIiiiiiiNNNNNNZzzzzzzzzzzz |
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Cpt Advile
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Posted - 2009.01.18 22:32:00 -
[11]
-Yup ur right Amtimony, more detail will come once I see that everything is going as I have planned.
-Thnx Nova, I-NetGraFX truly has some nice work, but this time I have few of my own tricks up my sleeve ; )
- Nice one Spurty (specialy the potty part lol) I wish I could read short stories as well when I'm doing my thing, but ppl would watch me strangely if I were to walk in to WC with my laptop lol. And yes Ev3 is a huge source of inspiration. Back when I used to have projector I just flew around without the game-frame and glazed at stars ... crazy stuff -------------------------------------------- Captain: Scotty, boost amarr laser power... CCP Scotty: I cannot' change the laws of physics. (Stay tuned for next episode where we pre-nerf ur boost) |
Cpt Advile
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Posted - 2009.01.18 23:01:00 -
[12]
going to sleep now tonights update -------------------------------------------- Captain: Scotty, boost amarr laser power... CCP Scotty: I cannot' change the laws of physics. (Stay tuned for next episode where we pre-nerf ur boost) |
Rifter Drifter
Minmatar You're Doing It Wrong
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Posted - 2009.01.19 19:10:00 -
[13]
nice work so far
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Cpt Advile
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Posted - 2009.01.19 20:48:00 -
[14]
progress
building are on there right spots, feels like playing Sim City :) Had to correct the image parameters too. -------------------------------------------- Captain: Scotty, boost amarr laser power... CCP Scotty: I cannot' change the laws of physics. (Stay tuned for next episode where we pre-nerf ur boost) |
Cpt Advile
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Posted - 2009.01.21 16:17:00 -
[15]
Edited by: Cpt Advile on 21/01/2009 16:18:08 More progress updates: mesh is done
Much is yet to do... check back soon |
Cailais
Amarr 0utbreak
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Posted - 2009.01.21 16:19:00 -
[16]
Following this with avid interest - looks good so far.
C.
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Abrazzar
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Posted - 2009.01.21 16:24:00 -
[17]
Meshes are the fun part. Getting textures on those meshes can get quite annoying though. Can't wait for it to be finished. |
Cpt Advile
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Posted - 2009.01.21 16:40:00 -
[18]
yeah I need to drink A LOT just to have the courage to start placing the textures. This is going to be a massive job -------------------------------------------- Captain: Scotty, boost amarr laser power... CCP Scotty: I cannot' change the laws of physics. (Stay tuned for next episode where we pre-nerf ur boost) |
Gamer4liff
Caldari Metalworks THE INTERSTELLAR FOUNDRY
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Posted - 2009.01.21 16:45:00 -
[19]
Originally by: Cpt Advile
But then when I were looking for nightmare concepts I stumbled on a http://staff.ccpgames.com/asgeir/gallery/albums/userpics/10001/dam-torsad2~0.jpg
Hello new desktop!
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Vanakov Mek'lanavar
Sileo In Pacis Mean Coalition
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Posted - 2009.01.21 16:46:00 -
[20]
Greeble FTW
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Caldari's Revenge
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Posted - 2009.01.21 16:49:00 -
[21]
Looking good so far - nice work |
Kaar
coracao ardente Triumvirate.
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Posted - 2009.01.21 16:50:00 -
[22]
Any plans for animation? Or just making it for stills? |
Cpt Advile
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Posted - 2009.01.21 16:57:00 -
[23]
dno mayb very short animation for my signature in the future ^^ |
mcnuggetlol
Amarr Cold Blooded Killers
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Posted - 2009.01.21 17:06:00 -
[24]
It's really looking nice so far, I wish I could 3d model :( |
Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2009.01.21 17:49:00 -
[25]
Edited by: Tres Farmer on 21/01/2009 17:51:05
Originally by: Vanakov Mek'lanavar Greeble FTW
not really.. i hope the texturing job does help to camo some of the too simple looking greeble buildings. In fact, the inbuilt greeble function(s) in most cases supply inferior results compared to a more manual approach, which just takes some minutes longer to create as I will show you further down.
to the OP: nice start so far, keep up the good work!
- assuming, you use max.. have you considered to make those small buildings placements with the scatter compound object creator?
- for making your WIP looking way nicer and appearing pro.. put up some simple lightdome (dome of lights for global illumination fake) with 1-2 spotlights (sun) to get something more satisfacting to the eye?
anyways.. here's a sample: scattered buildings and domelight Please visit your user settings to re-enable images.
hope it helps. |
cpu939
Gallente OffBeat Creations
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Posted - 2009.01.21 17:53:00 -
[26]
would love to see some more citys more so the minmatar |
Cpt Advile
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Posted - 2009.01.21 19:02:00 -
[27]
thnx for tips Tres, I don't want to put any lights or stuff at first, otherwise I would give away too much eye-candies. The beauty of modeling is creating something ugly from nothing and then turning that ugly in to a shape and painting it and turning in to a sweet unbelievable thing. It takes time and I'm happy with the process atm.
Also I'm afraid it's too late for scattering now that most of the mesh is ready :) (+ I'm quite happy how it turned out). But I'll remember to use it next time, k? Just so many buttons on max, can't remember to use em all lol
btw here's a little upgrade: I call it fogging complete |
wolfbuzz
Gallente The Scope
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Posted - 2009.01.21 21:08:00 -
[28]
Looks beautiful, can't wait to see it textured and rendered. :)
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Sera Ryskin
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Posted - 2009.01.21 21:43:00 -
[29]
Edited by: Sera Ryskin on 21/01/2009 21:44:14 Ok, some advice before you start wasting time on the rendering side. Your modeling really needs a lot more work, so I'll add a three suggestions:
1) Your buildings need a MUCH higher poly count. Remember, these are huge buildings, you need a level of detail that will properly "sell" the scale. You might be able to get away with a lower-poly model and really ****ing awesome textures for the background stuff, but for anything in the foreground, you're going to need to do a lot more work.
2) Since this is obviously going to spike your poly count to massive levels, consider rendering in layers and compositing it all in your 2d program. That way you can have huge poly counts on each individual item, but avoid overloading your system.
3) You've got some mesh errors (that "wavy" surface on your curved building, for example) that you really should clean up. Not only will it probably look odd when you do your final rendering, but it'll make adding details a pain.
There's an awesome tutorial I saw a while back, but I can't find it at the moment. If I do, I'll be sure to post it for you. |
Bigpimping
Pimp Inc.
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Posted - 2009.01.21 21:46:00 -
[30]
Looks nice so far, keep it coming |
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Breal D'nie
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Posted - 2009.01.21 21:51:00 -
[31]
Hey man, looking good so far! Can't wait to see the final.
I have played a bit with the 3d stuff from eve and have used tri-exporter to get the 3d models out of eve. i have yet to play with textures and stuff. but i did use it for a ship comparison.
anyways, good luck with your project. |
Arous Drephius
Perkone
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Posted - 2009.01.21 22:10:00 -
[32]
What program are you using to make that? |
Cpt Advile
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Posted - 2009.01.21 22:48:00 -
[33]
(I'm using 3d max)
Ok peeps... I don't wanna sound rude or anything, but mesh errors and stuff is ok, when I drop GI on it, it will disappear (already tested with it) and I don't want to use layers or anything coz I like to do everything in 1 big scene, like I have always done. I don't need high poly buildings because the scene is quite dark and the buildings are far, hence, my computer does not get overloaded. Just watch, but don't try to teach me. I have been doing this for 4-5 years. Now I'm quite sure there will be whinos here saying "0mg, but ur maelstrom BS model w4$ t3h suxx0r!11" - I know it was, because I rushed it and I rushed it because everybody were trying to teach me. So just watch ,but hold all kinds of tutorials for when the job is actually finished.
k thnx bye |
William Ytiri
YTiRi Retail
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Posted - 2009.01.21 23:03:00 -
[34]
I'm looking forward to see the results. Keep up the nice work!
--- Working at Ytiri Retail? Check here. |
Wideen
Warped Mining Strip Mining Club
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Posted - 2009.01.21 23:08:00 -
[35]
i see that amarr use apoc hulls as buildings
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Sera Ryskin
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Posted - 2009.01.21 23:13:00 -
[36]
Originally by: Cpt Advile (I'm using 3d max)
Ok peeps... I don't wanna sound rude or anything, but mesh errors and stuff is ok, when I drop GI on it, it will disappear (already tested with it) and I don't want to use layers or anything coz I like to do everything in 1 big scene, like I have always done. I don't need high poly buildings because the scene is quite dark and the buildings are far, hence, my computer does not get overloaded. Just watch, but don't try to teach me. I have been doing this for 4-5 years. Now I'm quite sure there will be whinos here saying "0mg, but ur maelstrom BS model w4$ t3h suxx0r!11" - I know it was, because I rushed it and I rushed it because everybody were trying to teach me. So just watch ,but hold all kinds of tutorials for when the job is actually finished.
k thnx bye
Honestly, you need to learn some manners, if you not only refuse to listen, but insult the people who are trying to help you, you're never going to learn anything. Not only that, but you're wrong.
Your mesh errors will NOT disappear. Even if they aren't quite as visible when you render it, good luck ever doing anything with that model, if you ever want to improve it you'll have to scrap the whole thing and start over.
Your preference for doing everything in one scene is just silly. The correct way to do a scene like this is to set it all up with low-detail proxy models, then render the full detail scene in layers (for example, foreground buildings, background, traffic in the sky, fog effects, etc). If you really want to do it right, you'll even render layers for your lights and stuff, to make adding the glow effects easier.
Yes, you do need high-poly buildings. Even in a dark scene, it is very obvious that you have skipped all the detail. Nothing is going to be 100% black, even in the middle of the night you're going to have lights in all the buildings, reflected light off any clouds, moonlight, street lights, etc. All that is going to make the lack of detail painfully obvious. Keeping it in shadow didn't work for your Maelstrom, and it won't work here. You can get away with cheating on the background stuff, but the buildings that are the focus of your scene need to be done right or they won't look the right size.
And don't tell us about how you need to keep the poly count down to avoid overloading your computer, if you listen to the part about rendering in layers you won't have this problem. Even a fairly old computer can handle a high-detail building or two at a time.
As for 4-5 years, honestly, it really doesn't look like it. And you should listen to the advice now, not later once you've already spent a lot of time doing it the wrong way. The earlier you make your changes, the easier it is. ==========
Merin is currently enjoying a 14 day vacation from the forums. Until she returns, you've got me to entertain you!
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Sera Ryskin
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Posted - 2009.01.21 23:31:00 -
[37]
Edited by: Sera Ryskin on 21/01/2009 23:32:16 Ok, here it is: Lost City. You may have to register to see the images, but it's a very good forum and well worth the few seconds.
That should give you an idea of what to do. Note how much more detailed his buildings are, how much more complicated the lighting setup is, and how he did it in multiple layers and only put it together at the end. |
Cpt Advile
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Posted - 2009.01.22 11:15:00 -
[38]
Objection noted Sera. -------------------------------------------- Captain: Scotty, boost amarr laser power... CCP Scotty: I cannot' change the laws of physics. (Stay tuned for next episode where we pre-nerf ur boost) |
Hatt0ri Hanz0
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Posted - 2009.01.22 13:25:00 -
[39]
guy, let him finish his image, then you can rip him a new one. His level of detail would be plenty for a matte painter, though I suspect he's not one. |
Fujiko MaXjolt
Caldari Templar Republic Arcane Alliance
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Posted - 2009.01.22 13:47:00 -
[40]
Originally by: Sera Ryskin rant
Just let the guy do his thing and be glad he's choosing to share his AWESOME work with us
If it gets too much, scream into a pillow - that seems to work for those of the female persuasion, guys and gals alike...
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Merin Ryskin
Peregrine Industries
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Posted - 2009.01.23 00:01:00 -
[41]
Originally by: Fujiko MaXjolt
Originally by: Sera Ryskin rant
Just let the guy do his thing and be glad he's choosing to share his AWESOME work with us
I'd hardly call it "awesome", it's not terrible, but it's nowhere near the top end of CG art. Which is why I'm trying to correct his mistakes, it's annoying to see someone get 80% of the way to a decent finished product and just say "**** it" and throw a bunch of junk together in 15 minutes. Judging by his work on the Maelstrom, he's got at least some talent, and he could do a lot better on this city project if he had some patience and listened to comments. |
Kaar
coracao ardente
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Posted - 2009.01.23 02:05:00 -
[42]
Originally by: Hatt0ri Hanz0 guy, let him finish his image, then you can rip him a new one. His level of detail would be plenty for a matte painter, though I suspect he's not one.
I was gonna say this was a perfect start for a matte painting, but since the original reference is a matte then it'd be kinda boring.
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flashfreaking
LFC Executive Outcomes
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Posted - 2009.01.24 16:53:00 -
[43]
Bump
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Cpt Advile
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Posted - 2009.01.24 20:40:00 -
[44]
messing around
Tanks for the bump :p
Anyways I was messing around with the sky, as I didn't find a good one, and I'm not a painter myself, but still ended up painting 1 myself :/ (that's why it looks strange, haven't done this before)
Most of my time has gone on building the textures, it's hard to build a texture that would reflect and give out light at the same time, but after some masking and few tests I got it right, I think. My problem was that I was trying to make it reflective and lighty at once, but in real life reflection is a light, so I just thought the light part of the texture doesn't have to reflect as that would be useless anyway and that enabled me to come up with the texture layers that were suitable. (I hope I made some sense here lol)
Btw don't worry about the main buildings textures, just used it for scaling and to see how the colors would fit. The tall building will have it's own textures once the scene gets ready and some HEAVY HEAVY post processing to actually look good -------------------------------------------- Captain: Scotty, boost amarr laser power... CCP Scotty: I cannot' change the laws of physics. (Stay tuned for next episode where we pre-nerf ur boost) |
Merin Ryskin
Peregrine Industries
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Posted - 2009.01.25 21:10:00 -
[45]
Edited by: Merin Ryskin on 25/01/2009 21:10:44 If you listen to my advice about rendering in layers, you won't have this problem with your lights. What you do is render the image with just the color textures, then render another layer with everything black except for pure white where all the lights are supposed to be. Then you can put it all together in photoshop, adding glow effects and all that nice stuff.
Obviously you'll need to add lights to get the area illumination from all of your windows, but you don't have to do that with the textures themselves. |
Nova Fox
Gallente Novafox Shipyards
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Posted - 2009.01.25 21:32:00 -
[46]
Originally by: Merin Ryskin Edited by: Merin Ryskin on 25/01/2009 21:10:44 If you listen to my advice about rendering in layers, you won't have this problem with your lights. What you do is render the image with just the color textures, then render another layer with everything black except for pure white where all the lights are supposed to be. Then you can put it all together in photoshop, adding glow effects and all that nice stuff.
Obviously you'll need to add lights to get the area illumination from all of your windows, but you don't have to do that with the textures themselves.
To bad 3d modeling is beyond my current comphension or attention span, its either I dont know the short cuts or pecing things together or I really am using way to many polygons or just ultimatly my ships are to complicated for modeling :(. I wished I got this sorta critiquing on my painting though, do defintely need to work on color selection imo, but any other sorta critques would help too over things I might have missed. |
SpaceSavage
Omega Fleet Enterprises Executive Outcomes
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Posted - 2009.01.25 21:59:00 -
[47]
Impressive, bookmarked, cant wait to see your progress. _______________
Your signature is too large. Please resize it to a maximum of 400 x 120 with the file size not exceeding 24000 bytes. If you would like further details please mail [email protected] - Mitnal |
Merin Ryskin
Peregrine Industries
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Posted - 2009.01.25 22:41:00 -
[48]
Originally by: Nova Fox To bad 3d modeling is beyond my current comphension or attention span, its either I dont know the short cuts or pecing things together or I really am using way to many polygons or just ultimatly my ships are to complicated for modeling :(. I wished I got this sorta critiquing on my painting though, do defintely need to work on color selection imo, but any other sorta critques would help too over things I might have missed.
Well, poly count shouldn't be an issue, any halfway-modern gaming computer can easily handle some pretty high-poly models. Looking at your corvette designs, all of them could easily be done in 3d, if you have the patience to learn how.
As for comments on your painting, I'm probably not the person to ask. I don't do any digital painting beyond what is required for texturing my 3d models, all of my 2d work is done with a pen and paper. For concept sketches, they look pretty good, you'd need to do a lot of work on lighting/detail if you wanted to paint a finished product, but I have no idea how to improve those areas. -----------
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Micia
Minmatar N.A.S.A. Skunk-Works
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Posted - 2009.01.26 00:09:00 -
[49]
That looks really great!
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Cpt Advile
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Posted - 2009.01.26 01:00:00 -
[50]
it's 3 in the morning so excuse me If I don't make sense here :)
to Merin Ryskin: 2 problems why I don't use layers: 1st I don't know how to 2nd that's gonna turn things a bit ugly when I wanna make an animation. But do not worry about the colors, when I get all the scene textured and see the big picture, then I can start making little modifications to the textures to improve the colors, also, let's not forget that I will use color correction, glows, grain etc etc when I finish the pic, that should also improve it.
btw I didn't hear any comments on my wannabe background painting, or mayb I'm just too tired to read. Can someone mayb give me pointers on digital painting or something, kthnxbye -_- -------------------------------------------- Captain: Scotty, boost amarr laser power... CCP Scotty: I cannot' change the laws of physics. (Stay tuned for next episode where we pre-nerf ur boost) |
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Zex Maxwell
Caldari
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Posted - 2009.01.26 01:24:00 -
[51]
Originally by: Cpt Advile
alpha version of textures
Wow, I like how that starting to turn out. when its done, Can i have a poster of it for my room?
I'll pay for it. |
Merin Ryskin
Peregrine Industries
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Posted - 2009.01.26 02:31:00 -
[52]
Originally by: Cpt Advile to Merin Ryskin: 2 problems why I don't use layers: 1st I don't know how to
Then take the time to learn. It's a very useful thing to know, and takes very little time to understand.
Quote: 2nd that's gonna turn things a bit ugly when I wanna make an animation.
Not if you do it right. Compositing an animation should be no problem at all, if you have the right tools.
Quote: But do not worry about the colors, when I get all the scene textured and see the big picture, then I can start making little modifications to the textures to improve the colors, also, let's not forget that I will use color correction, glows, grain etc etc when I finish the pic, that should also improve it.
The problem is you can't do this stuff without layers. For example, how are you going to add a glow to every window if you don't have a layer with just your windows?
On the other hand, if you do it in layers, that kind of thing is easy. Render like this (in addition to all other layers):
1) Base layer: the building, in the scene and fully lit (use lights, not self-illuminating textures), with an interior scene in the windows if the size allows. Think of this as the "daytime" texture. 2) Window layer: pure white for the windows, pure black for everything else (use a matte material, or whatever it's called in your program). Now adjust opacity and blur to make the appropriate glow for everything.
The end result will be your perfectly textured building, with a glow applied only to the appropriate light sources. |
Cpt Advile
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Posted - 2009.01.26 10:16:00 -
[53]
Quote: The problem is you can't do this stuff without layers. For example, how are you going to add a glow to every window if you don't have a layer with just your windows?
This is very easy, because every texture is actually made out of 2 textures 1) that is the color and reflection 2) that is the illumination , I can just add an ID tag to the illumination texture and then use videopost (default max plug in) to give every texture in the final render with that ID tag a glow, or a blur or what ever I need it to. Also makes animation much more easier.
Do you know, I have never done any 3d tutorials in my life, I don't know if that's the thing to be a shamed about or boast with, but I have learned to do things my own way. I would still like to do a tutorial on digital painting though, but that's another story. |
AkRoYeR
Amarr
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Posted - 2009.01.26 11:06:00 -
[54]
Well for sure we know that no Amarr woman goes unsatisfied for even one day with those buildings!
Nice work :)
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N3oXr2ii
The Scope
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Posted - 2009.01.26 11:59:00 -
[55]
DAM UR GOOD
ccp should give u a job even if its just a blow
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Cpt Advile
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Posted - 2009.01.26 12:41:00 -
[56]
Edited by: Cpt Advile on 26/01/2009 12:41:13 lol a job... let's hang on until it's ready, k? also sry that the progress is slow.. I have to work in RL :/ |
Kaar
coracao ardente
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Posted - 2009.01.26 13:00:00 -
[57]
If you are looking to get into matte painting then id highly recommend Dylan Cole's dvds on Gnomon.
I found the Advanced dvd the most useful since its one painting from start to finish.
---
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AnonyTerrorNinja
Minmatar Buggers' Advanced Interstellar Transport
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Posted - 2009.01.26 14:05:00 -
[58]
Edited by: AnonyTerrorNinja on 26/01/2009 14:05:58
Originally by: Cpt Advile (I'm using 3d max)
Ok peeps... I don't wanna sound rude or anything, but mesh errors and stuff is ok, when I drop GI on it, it will disappear (already tested with it) and I don't want to use layers or anything coz I like to do everything in 1 big scene, like I have always done. I don't need high poly buildings because the scene is quite dark and the buildings are far, hence, my computer does not get overloaded. Just watch, but don't try to teach me. I have been doing this for 4-5 years. Now I'm quite sure there will be whinos here saying "0mg, but ur maelstrom BS model w4$ t3h suxx0r!11" - I know it was, because I rushed it and I rushed it because everybody were trying to teach me. So just watch ,but hold all kinds of tutorials for when the job is actually finished.
k thnx bye
You ought to be taking advice regardless of how long you've been doing this.
I've been doing 3D modeling as an enthusiast since I was 10, when I started with TrueSpace2.0. By all rights, I still suck, and while I could achieve what you've done in your scenes so far in a day or two's work to compile all the separate sections of the city's clutter modeling, that does by no means mean I would necessarily be able to keep everything 'correct' to the original concept picture.
If people give you advice, take into consideration why they gave the advice and how their advice would affect your workflow; then think of what you could do with their idea.
I ought to go fiddle with my own scenes and stuff again sometime... :/ |
Cpt Advile
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Posted - 2009.01.26 15:48:00 -
[59]
Quote: If people give you advice, take into consideration why they gave the advice and how their advice would affect your workflow; then think of what you could do with their idea.
and I have done just that, I considered it and decided not to use it. |
AnonyTerrorNinja
Minmatar Buggers' Advanced Interstellar Transport
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Posted - 2009.01.26 22:11:00 -
[60]
It looked more to me as though you'd simply brushed off the advice and told the person you've been doing this for long enough to know your stuff, when your work demonstrates the opposite.
Everyone has room for improvement; those that do not take kindly to others' advice, on the other hand, are more likely to hit a ceiling before those that do. ---
Incognito - Fierce - Deadly - IFD (Intergallactic Federation of Dummies) aka ATN
Ikari Dimji > I mustn't run away... I MUSTN'T RUN AWAY... I MUSTN'T RUN AWA- ooh, skittles! :D
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