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Topic : "My rescent work (3D & 2D)" |
Kazz member
Member # Joined: 24 Mar 2001 Posts: 126
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Posted: Mon Apr 09, 2001 6:32 pm |
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Some of my rescent work. I used 3DS MAX.
I am currently working on a team that is doing an unofficial expansion for a game called Baldur's gate2. I am currently the only one who can do graphics in the team and it would help a lot if someone could helped could me out
I will consider anyone that submits at least one piece of there work to me. We got some nice people on our team and it's a quite fun experience! Oh, and you will be included in the credits of course!
You can contact me at
email: [email protected]
ICQ: 51293094
-Kazz |
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Kazz member
Member # Joined: 24 Mar 2001 Posts: 126
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Posted: Mon Apr 09, 2001 6:36 pm |
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Continued.
These portraits were made for the guys that join up with you in the expansion.
P.S. the renders you see in the post above are shrinked to like 30%.
[This message has been edited by Kazz (edited April 09, 2001).]
[This message has been edited by Kazz (edited April 09, 2001).]
[This message has been edited by Kazz (edited April 09, 2001).] |
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Kazz member
Member # Joined: 24 Mar 2001 Posts: 126
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Posted: Mon Apr 09, 2001 6:38 pm |
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Doh! Sorry to double post.
[This message has been edited by Kazz (edited April 09, 2001).] |
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Tyson Allen junior member
Member # Joined: 03 Apr 2001 Posts: 14 Location: Redmond, WA, USA
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Posted: Mon Apr 09, 2001 6:42 pm |
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u know for prerendered backgrounds, they seem pretty plain, and they use too many textures that repeat themselves. ..i think. Lighting could be allot better epecially on the first 2, I like the lighting on the 3rd one though |
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Kazz member
Member # Joined: 24 Mar 2001 Posts: 126
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Posted: Mon Apr 09, 2001 6:50 pm |
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Yes, I could improve it if I had the time to but there are so many stuff I need to get done and it is just overwhelming.
Thankie for the critique tho =] |
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waylon member
Member # Joined: 05 Jul 2000 Posts: 762 Location: Milwaukee, WI US
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Posted: Mon Apr 09, 2001 7:04 pm |
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Three things really stand out at me as needing improvement. First, the trees on the first one could use quite a bit of work. The textures aren't the best, and the shapes of the trees themselves aren't too convincing. Second, going along with the trees... They're casting shadows, which is good, but if this was a forest, there would be more shadows from trees off the screen.
Third, the perspective look pretty weird on the houses. I know it's kind of hard to get right, especially with an isometric view of the scene like this, but take a look at some of the buildings in BG2 and see how they get around the problem.
The other pictures look pretty good, though the house seems kind of empty. |
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Kazz member
Member # Joined: 24 Mar 2001 Posts: 126
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Posted: Mon Apr 09, 2001 7:28 pm |
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hehehe, I understand what you are saying about the trees. I was really a beginner when I started working on that image. The textures look weird because I shrinked up the image to 30% of the original so that isn't much of an issue.
About the perspective. Well I didn't want all the houses to face the same direction so I gave them some variety and it ended up looking like that. I don't know how I can make it look better tho :/
The 2nd render is the interior of the temple you see in the 1st pic. And as you can see it isn't quite refined yet. I have made some models for Katanas (japanese swords) to put up in the walls but they didn't make it in this render.
Critiques are welcome but I really need a partner that will help me out in this expansion! Thanks |
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Holly Jolly member
Member # Joined: 07 Apr 2001 Posts: 100 Location: San Diego, CA
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Posted: Mon Apr 09, 2001 8:02 pm |
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The first image looked like it would fit perfectly for a background in a stratedgy game like WarCraft. Good Job.
------------------
Uhhhhh...hi |
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Matthias member
Member # Joined: 02 Apr 2001 Posts: 60 Location: Vancouver, BC, Canada
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Posted: Mon Apr 09, 2001 9:07 pm |
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the portraits are great.
but all of the 3d pics u made are screwy.
in the 1st forest scene, the perspective is messed. The trees and houses and river are on different angles. There are a couple logs lying across and dipin into the river, but those are the only small logs/trees u find. There should be more of these around, not jst on floor, but still alive n growing.
mite look more proper if the trees were a little more tapered. |
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ambient-whisper member
Member # Joined: 07 Jan 2001 Posts: 207 Location: through the door, take a left, down the stairs, and youll find me.
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Posted: Mon Apr 09, 2001 9:24 pm |
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you might not have noticed but theres no perspective in this work. its all isometric.
thats probably why it looks kind of odd. |
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Kazz member
Member # Joined: 24 Mar 2001 Posts: 126
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Posted: Mon Apr 09, 2001 10:07 pm |
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quote: Originally posted by ambient-whisper:
you might not have noticed but theres no perspective in this work. its all isometric.
thats probably why it looks kind of odd.
Thanks for pointing that out. The game is not based on a 3d platform, you scroll around the area so you can't have any perspective in the image. You can't have things apper bigger in the forhand because the game is sprite based(prerendered animations) and it would be silly to see what you thought were little rocks towering over the character in the game. I agree that it looks kinda weird when you zoom out as in the render above but it looks sharp in the game.(of course there is always room for improvement!)
-Kazz
[This message has been edited by Kazz (edited April 09, 2001).] |
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Matthias member
Member # Joined: 02 Apr 2001 Posts: 60 Location: Vancouver, BC, Canada
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Posted: Tue Apr 10, 2001 5:12 pm |
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i c now. BUt when i play an old 2D Strategy game such as Starcraft, it doesn't look weird to me at all.
any1 haVE an explanation? |
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Kazz member
Member # Joined: 24 Mar 2001 Posts: 126
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Posted: Tue Apr 10, 2001 5:45 pm |
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You only see 1/9 of the render at a time. So I guess that explains it.
-Kazz |
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kerosene junior member
Member # Joined: 07 Feb 2001 Posts: 42 Location: Lahti, Finland
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Posted: Tue Apr 10, 2001 6:46 pm |
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The first 3d pic looks nice. The outdoor lighting and bright colors work ok. You get the sunny feeling and feeling of funny scale (the houses seem a couple of inches high). The indoor pic isn't quite to the same level.
All the walls and big surfaces seem to have far too even lighting. Try to learn how to fake light bounce from surfaces (radiosity). Don't have big general lights dominating the scen but add lights coming from directions of big lit surfaces. Use attenuation.
The third one is bad because it uses standard 3ds Max texture. It is too easy to see it. Paint your own or go out with the camera.
And about isometric views. They look always screwed up. Even in the games in production.
heikki
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www.projectkerosene.com |
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Kazz member
Member # Joined: 24 Mar 2001 Posts: 126
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Posted: Fri Apr 13, 2001 4:34 am |
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Ok last bump. Will anyone want to help me out with my BG2 mod? I'm the only graphic guy can't handle the work load. (that doesn't mean you have to work 24/7 too!)
Thanks kerosene I will work on the lighting. And I'm pretty embarused with the standard 3ds Max texture I'll use custom textures as much as possible (a got to learn how to make good ones)
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