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Topic : "The 3d thread" |
balistic member
Member # Joined: 01 Jun 2000 Posts: 2599 Location: Reno, NV, USA
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Posted: Mon Apr 25, 2011 4:17 pm |
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Grrr ... not sure how SquareSpace wants me to link files ... I'll look into it. Sorry. _________________ brian.prince|light.comp.paint |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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balistic member
Member # Joined: 01 Jun 2000 Posts: 2599 Location: Reno, NV, USA
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Posted: Tue Apr 26, 2011 2:51 pm |
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Thanks! I think I fixed the links ... turns out I had hotlink protection enabled.
I still can't embed them with the img tag ... I think because the links don't end in .jpg. Oh well. Links are okay for now. _________________ brian.prince|light.comp.paint |
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Quintus Dias member
Member # Joined: 11 Sep 2010 Posts: 387
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Posted: Wed Apr 27, 2011 12:36 pm |
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balistic, cool, I remember that chair scene.
durgl, how's it going with the story?
I still experiment every now and then, 3d is too time consuming though.
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Quintus Dias member
Member # Joined: 11 Sep 2010 Posts: 387
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Quintus Dias member
Member # Joined: 11 Sep 2010 Posts: 387
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Quintus Dias member
Member # Joined: 11 Sep 2010 Posts: 387
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Posted: Wed Apr 27, 2011 11:48 pm |
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this fits in here with the codename "Cycles":
http://code.blender.org/index.php/2011/04/modernizing-shading-and-rendering/
From the link above:
"In May, I�m starting to work for the Blender Institute again. Besides maintenance, bug fixing, release work, etc, my big target will be modernizing the shading and render system. We haven�t worked out the exact plans, but this is roughly what I have in mind:"
////
Wow sure is exciting, I have been hoping for the render system to be more developed in Blender......  |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Fri Apr 29, 2011 6:12 pm |
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Quintus Dias wrote: |
durgl, how's it going with the story?  |
Hey QD - it was interrupted (always) by real work [flings crowbar]
Am kidding myself I'll get back to it in May (outdoor season starts)...
We'll see. Thanks for asking.  |
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Quintus Dias member
Member # Joined: 11 Sep 2010 Posts: 387
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Posted: Thu May 05, 2011 10:57 am |
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Hmm should we revive this section?
Here's a displacement map test, been testing with multiresolution settings and smoothing set on rather high to make it well yea lol smooth.
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Quintus Dias member
Member # Joined: 11 Sep 2010 Posts: 387
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Posted: Fri May 20, 2011 1:34 am |
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Hmm I doubt 3d fits in Sijun somehow.....
a door handle made for a speed activity that I am running on another forum, messed up the topology with trying another workflow. Was a pretty decent workflow though so it is what it is lmao.
1 hour
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Fri May 20, 2011 8:29 am |
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Quintus Dias wrote: |
Hmm I doubt 3d fits in Sijun somehow..... |
Works for me.
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Quintus Dias member
Member # Joined: 11 Sep 2010 Posts: 387
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Posted: Sat Jun 11, 2011 8:22 am |
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durgldeep wrote: |
Works for me.
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Awesome.
I guess we can post something from time to time.
Right?
That scene looks awesome btw durgldeep.
A dumbbell made for speed modeling, 1 hour.
Added a blog again to my site, I actually think it works better now for some reason.
Perhaps I should look at things long term and not in a quick solution way.
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ZM member
Member # Joined: 09 Apr 2010 Posts: 110 Location: Paris, France
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Posted: Fri Jun 24, 2011 10:30 am |
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going to throw some old stuff :d
Quintus : the displacement test are awesome, I love the texture !
It's only Low poly stuff, for real time games _________________ http://astroukoff.blogspot.fr/ |
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Sumaleth Administrator
Member # Joined: 30 Oct 1999 Posts: 2898 Location: Australia
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Quintus Dias member
Member # Joined: 11 Sep 2010 Posts: 387
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Posted: Sat Jul 02, 2011 2:34 pm |
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ZM, thank you. wonderful stuff you got there, hope to see some more.
texture painting test on sculpt, I have been starting to see this stuff as a speed activity.
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Quintus Dias member
Member # Joined: 11 Sep 2010 Posts: 387
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Posted: Thu Jul 14, 2011 10:33 am |
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///Edit, had to make a new render since it became really strange the one that I posted before. lol must have been tired as hell last night.
Those are not wings btw, I was thinking of some kind of similar to arms protection thingy.... ah anyway....
More sculpt experimenting:
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Thu Sep 01, 2011 12:12 pm |
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wip, rough layout (minus sphenoid, ethmoid, palatine); will keep adding
parts/detail until either interest or processor craps out...
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ZM member
Member # Joined: 09 Apr 2010 Posts: 110 Location: Paris, France
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Posted: Thu Oct 13, 2011 1:19 pm |
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@quintus => I'm always amazed by your 3D sculpture, it's looks like 3d, but there's a really strong painted feeling to it
A texture i'm working on, the mesh is not by me, I only did the unwrapping + texture (curently there's a diffuse and a specular) _________________ http://astroukoff.blogspot.fr/ |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Mon Oct 31, 2011 9:48 pm |
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QD, came back to edit/say (as I meant to): always interesting/exotic 3D forms
and the colours best of all (and ZM beat me to it, hehe). I don't always have
enough free headspace to 'be social' but I notice prettymuch every lapse
(fixing them is another issue). Kudos.
--------------
111106 - and this belongs here
Marvel CGI Movie HD
http://www.youtube.com/watch?v=24K0io-08l4
And a fan piece (awesome):
Spiderman VS Rhino
http://www.youtube.com/watch?v=zVPD4XcQxPY |
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farvus member
Member # Joined: 21 Jan 2005 Posts: 241 Location: Poland
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Posted: Sun Nov 06, 2011 7:04 am |
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I started playing with 3dsmax lately. Here is some result.
 _________________ Carbonmade portfolio / Blog |
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Nide member
Member # Joined: 20 Jul 2009 Posts: 477 Location: Banks of the Styx
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Posted: Sun Dec 18, 2011 9:57 am |
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hello guys , great work here... my first little sketch on ZBrush and on this thread
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Wed Feb 29, 2012 2:13 pm |
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nice works guys, thanks for the comments. Hmm I shoudn't perhaps post from my site... I keep changing the directory all the time....
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T_England member
Member # Joined: 24 Feb 2009 Posts: 97
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Posted: Sat Mar 03, 2012 4:33 pm |
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Hi Mathew, its good to see you back on the forum again. I know how you feel about settling on a direction for your art. I got back into 3D again after a long gap when I spoke to a guy from a small game studio in Canada. They were really keen on hiring a concept artist but wanted someone who could help out on the 3D side from time to time since there might not be enough work to justify a full-time 2D artist. I had no 3D work to show and its not a position I wish to be in anymore since I know i can do this if I put my mind to it and learn. Doing a 3D project is not going to make me a worse 2D artist, quite the contrary, I feel to some degree, that the two disciplines are mutually beneficial and that just because a 2D artist refuses to look into 3D that does not inherently make them a better 2D artist and the guy who is exploring 3D not. There are interesting avenues for design in 3D that maybe one would dismiss if they were working only in a 2D space. Its all good stuff as far as I`m concerned A few wip shots below I really hope I can get this thing finished, I'm trying to get a high poly look with a mid poly topology, something that would sit well in a game engine. Looking forward to the texturing and lighting phase. Apologies for such a rant, your 3D concepts are very interesting
 _________________ www.tenglandsketchbook.blogspot.com
www.thomasengland.co.uk
Last edited by T_England on Tue Jun 12, 2012 1:54 am; edited 2 times in total |
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Sun Mar 04, 2012 11:52 am |
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T_England, Hey nice to see you again man and thank you for the comment and the welcome.
Funny this that I seem to be getting back and forth from this forum, maybe all a part of the process...?
Not sure if you have been following my blog but the goal was and perhaps is to make a better foundation in work with a 3d base and then polish the intended piece with 2d.
There's a real steep learning curve with 3d though, many different of them as such aswell, concept, posing and detailing that takes almost too much time on a lamens terms activity to learn properly. This at the same time makes the direction confusing cause you might wanna break down some elements in the scene, harder with 3d to do that easy....hmm.... I found the detailing being limited with blender, they will make this better in the next version though so I really look forward to the next Blender update.
Bmesh will be added, with that you will be able to divide one polygon into several vertices without effecting the next polygon on the side. I do hope I have understood this right though lol....
Yea it seems that it is perhaps better to be good at a lot of trades in the gaming industry. Is this a new trend? Some artists are even coding their own scripts, especially in 3d....
I agree with you here with working in both 2d and 3d, there's much to gain from both I believe.
Love the sandbuggy you have here, is this a concept all the way?
I have found it difficult to just come up with different details from head, that's why I started with these concepts and sculpting and let the other projects lay dorment for now....
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Lemur member
Member # Joined: 22 Apr 2010 Posts: 318 Location: NYC
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Posted: Sun Mar 04, 2012 1:00 pm |
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woah T England, Matthew!
i agree with what you guys are saying, but have always sortof bumped a wall when i wanted to learn 3d. I do my dummy sketchup architecture models sometimes, but i wanna beable to build cars and spaceships dammit! Once i downloaded blender and sortof sat slackjawed staring at the console- any good learning resources/simple tutorials? (i know, i know, prolly a google search away) |
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T_England member
Member # Joined: 24 Feb 2009 Posts: 97
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Posted: Sun Mar 04, 2012 9:13 pm |
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Hi guys, very cool concept model Mathew I do check your blog from time to time I agree about the learning curve and it is incredibly time consuming, I used the packages quite a lot in 04-08 while at uni so that probably helped. Its amazing how much faster it is to sketch and paint though which is part of the reason i stopped 3D in the first place lol.
The dune buggy I started with some quick drawings, not very pretty.
I gathered a ton of photo reference that helps a lot as its quite a methodical process. Most of it is using basic tools such as cut, extrude edge, merge to center, insert edge loop and constraints and snaps, i think its called edge extrusion method? Most of the tools can be accessed using right-click gestures, it helps becoming familiar with the few tools that you will use a lot and the basics of poly modeling. This is in Maya btw, not used blender much
Lemur: Here's some pretty cool stuff!
Mid-poly modeling
http://speedhunters.com/archive/2011/11/17/behind-the-scenes-creating-cars-need-for-speed-run.aspx
Sub-D modeling
http://gotwires.blogspot.com/
(this guy did avatar amp suit ) http://www.cgfeedback.com/cgfeedback/showthread.php?t=124
Game modeling
This one is really good
http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/creating-a-next-gen-video-game-hot-rod-the-complete-workflow-day-1/
Bay Raitt: http://vimeo.com/channels/spiraloid
some cool concept models here: http://www.benprocter.com/avatar/
Hope that helps cheers! _________________ www.tenglandsketchbook.blogspot.com
www.thomasengland.co.uk
Last edited by T_England on Tue Jun 12, 2012 1:56 am; edited 1 time in total |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Thu Mar 08, 2012 2:38 am |
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fwiw some things are easier/faster to build in sketchup, then export to blender;
just gotta watch the number of faces you're creating (avoid the "arc" tool)...
same for sculptris to blender (organic shapes), tho apparently Bmesh is going
to change that (drums fingers)  |
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Thu Mar 08, 2012 7:55 am |
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thanks guys.
T_England, cool concepts, gonna be interesting to follow this project. I love the model already.
Ah yes dune buggy, lol I blame my poor English.
Lemur, at first just make it a practise like a speedpainting. I found out about the learning curve that it is good to just make your mind up about what you wanna model and then try to learn things as you go along with the project. Well lol I do approach things in the wrong order I believe, these days I just keep getting worse no matter what I do.
durgl, yea Bmesh is gonna be sweet, in April we'll find out if it meets the expectations. It sure as hell gonna make modeling easier for me anyway. I wanna build a simple mesh and then add details, with Bmesh that is gonna be possible without looping everything. Can't hardly wait....
a concept I was messing around with, don't think it will work that well as a vehicle....
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samhell member
Member # Joined: 12 May 2007 Posts: 310 Location: Hellsinki
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Posted: Mon Mar 12, 2012 3:29 am |
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I'd like to join the 3d club also.
Sketchup & 3DS Max are my weapons of choice and here's an ATV for those rugged off-world terrains.
p.s. As shameless self promotion, I have to note that there's a bit more 3d in the Genesis thread.
http://forums.sijun.com/viewtopic.php?t=43057
Last edited by samhell on Mon Mar 12, 2012 7:04 am; edited 1 time in total |
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Tomasis member
Member # Joined: 19 Apr 2002 Posts: 813 Location: Sweden
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Posted: Mon Mar 12, 2012 6:22 am |
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awesome, all guys! _________________ out |
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