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Re: What are you working on?
[Re: memoli]
#391779
01/15/12 20:54
01/15/12 20:54
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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It looks quite nice. I like especially the second screenshot. The demo works well, although some hick ups, but the grass is missing. Would like to hear some ambient sounds, to see some life, maybe lizards, maybe flies, an enemy, some riddles, something that gives you motivation to run around and search for shelter or amunition etc.
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Re: What are you working on?
[Re: Pappenheimer]
#391785
01/15/12 21:16
01/15/12 21:16
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Joined: Mar 2008
Posts: 2,247 Baden Württemberg, Germany
Espér
Expert
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Expert
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
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worked on a veeeeery old project.. my "Keeper of the Dungeons".. i managed to create the whole map out of terrains (still buggy.. >> see <<) But with a great FPS boost (500+ FPS *__*) And my second success.. Destroy blocks of the terrains. Leftclick sets a marker (the hazard stripe thing). this marker kills Health of a (pseudo) block - wich is a struct object. When health is low enough, the block will be destroyed (vertex movement) and the marker erased. Next step is: moving the vertex, so the walls have multiple faces too, to create waving or rocky shapes.
Last edited by Espér; 01/15/12 21:17.
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Re: What are you working on?
[Re: lostclimate]
#391822
01/16/12 13:31
01/16/12 13:31
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Joined: Apr 2005
Posts: 3,076 Germany, NRW
rvL_eXile
3D Artist
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3D Artist
Joined: Apr 2005
Posts: 3,076
Germany, NRW
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Hey Lostclimate, try to reduce the lights a bit its a bit to strong. Maybe add a "hemi" light to get more atmosphere. Maybe change the Light color to an"warm Yeallow" ?! At the last Picture: Please remove this green "dirt" (?) it looks wrong to me (Color is to strong in my opinion).
regards Sebastian
Tutorials: [Blender]Terrain creation ENG/GER [Blender]Low Poly Tree Modeling [GIMP]Create a Texture for Terrains CLICK HERE
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Re: What are you working on?
[Re: Rondidon]
#391913
01/16/12 23:00
01/16/12 23:00
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Joined: Apr 2008
Posts: 2,488
ratchet
OP
Expert
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OP
Expert
Joined: Apr 2008
Posts: 2,488
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Thats great Losticmate. If you would just remake the sort of armor more metal, with hard edges you would have the prefect model What program od you use ? Sculptris ? Your anatomy sculpt is 100 times better than mine also. keep it up !
Last edited by ratchet; 01/16/12 23:01.
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Re: What are you working on?
[Re: ratchet]
#391919
01/17/12 01:41
01/17/12 01:41
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
Expert
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Expert
Joined: Oct 2005
Posts: 4,771
Bay City, MI
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Thnx all. used two dynamic lights at different positions to emulate one with smooth shading. Thoughts so far? btw ratchet, yeah, i used sculptris. study some of andrew loomis's work, it will really help.
Last edited by lostclimate; 01/17/12 02:55.
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Re: What are you working on?
[Re: lostclimate]
#391956
01/17/12 16:59
01/17/12 16:59
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Joined: Feb 2010
Posts: 482 in deinem Kopf
Otter
Senior Member
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Senior Member
Joined: Feb 2010
Posts: 482
in deinem Kopf
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@lostclimate:I hope I can explain this correct in English. The room is great in detail and looks really good. But let us speak about this model: I think you make too MUCH detail in the face of this creature. At first sight, I could not identify it exactly. Where is the nose, where is the end,...? There are too many spines and bumps that confuse. Don't understand me wrong,.... You can still make lots of details, but defined and following a pattern. The feet are -I think- just in work, right? (Because they still look very much like clay.) And the ears are too bony, but enough of the criticism. I like this scale texture very much. You've managed this with Sculptris? Impressive! Today i'am working on sci-fi handgun. mfgOTTER
Be my UBB-Buddy, without any reason!
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