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9th Nov 2008 12:33am
+byder
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byder

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So its not often I get to do my own personal 3D work and get to show it... everything I do for work is normally confidential till we release something. So anyway, I am trying to get back into doing my own stuff again, and this is where I am gonna post my WIPs as I go!!
Comments, Suggestions, Good Crits are always welcome!!!
C grin.gif
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9th Nov 2008 12:38am
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So this is my current personal work. Its early days and I am still in the blocking out phase, from here this will have the poly count increased and the details sculpted in, in ZBrush, before final UV Unwrap and Texturing.
The final piece will be a low poly in game model! grin.gif

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9th Nov 2008 10:19am
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isaacg

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Looks nice. keep updating!
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9th Nov 2008 02:56pm
+Gustave d'Pre
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Steve Martin

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Coming along nicely. What game is it for?
http://www.3dprevis.com
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10th Nov 2008 05:57pm
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Hey! Thanks,
Its actually not for any game... just something to look good on the portfolio!!
~C grin.gif
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11th Nov 2008 09:27am
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isaacg

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That's not an update! octo.gif
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11th Nov 2008 05:49pm
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byder

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Yeah, sadly! Life has been pretty crazy these dayz, looks like weekends are gonna be my most productive time for personal work. Hopefully though things will calm down soon!! smile.gif

EDIT: Just thought I would repost these Cannon Images here, coz I have linked to this thread on my Blog

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11th Nov 2008 06:39pm
+Tyson
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Tyson

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I had a look at your website Byder. really nice work on those game models. I love the tree animation on your college reel too. You games artists are getting me very inspired.
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11th Nov 2008 06:59pm
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Hey thanks Tyson,
Eergh, not my greatest work coz the engine we were using back then didn't allow any bump, spec or normal maps... so that was all just diffuse maps.
Some of my newer stuff now is thankfully on a more 'next gen' engine smile.gif

Hey, the 3D anim, guys inspire us game artists too hey!!! We're limited by Realtime technology where you are not!!!
~C grin.gif
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11th Nov 2008 07:55pm
+Tyson
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Yeah, I figure the discipline of making some static meshes for unrealed will improve my ability to make optimised scenes for rendered work too. i tend to start out low and things quickly become very high poly with hundreds of scattered rocks individual blades of grass sub division displacement etc.. when you can really often get away with alot less geometry.
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11th Nov 2008 08:02pm
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byder

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Individual blades of grass!!! *Panics & Runs away!*

Lol, joking!!! I know what you mean! Every so often I get asked to do some rendered stuff and its weird how scenes just get heavier and heavier.
Where as with gaming, we start light, then go high poly, and then optimise and go back to low poly again!

U'll actually be amazed at what you can get away with these dayz!! smile.gif
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12th Nov 2008 10:25pm
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Okay, its not a big update... basically I have started refining the edge loops to allow me to get this into ZBrush (without major shape loss at subdivision)
I have also started breaking up the geometry a bit more, also for subdiv reasons, and started adding some more of the smaller details. I have quiet a few more details to model in before taking it to Zbrush to will be a little while still!!

~C grin.gif

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12th Nov 2008 11:08pm
+Tyson
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Tyson

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I'm not sure if this applies to your situation (or if you already know it) but I often turn off the smooth modifier when I subdivide in z-brush for making hard edged objects.


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12th Nov 2008 11:20pm
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byder

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Yeah it sort of applies. I like to get some smoothing from the highres mesh, because normal maps never translate hard edges well.
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15th Nov 2008 03:46am
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byder

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Right so I decided to stay late this eve at work (gonna make it a regular thing) and did some work on the Windmill. Still working on the Highres Mesh

Crits & Comments Welcome!

~C grin.gif

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15th Nov 2008 04:18pm
+Gustave d'Pre
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Steve Martin

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No crits yet, it looks great.
http://www.3dprevis.com
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15th Nov 2008 05:35pm
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isaacg

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Lookin good!
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17th Nov 2008 11:36am
+VarnishedOtter
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VarnishedOtter

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It does look great.
Matt
http://theprophetmoses.deviantart.com
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17th Nov 2008 06:08pm
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byder

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Thanks guys!! Hopefully will get sometime this eve to do some more work on it!
~C grin.gif
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26th Nov 2008 03:30am
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byder

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So got sometime, finally!!! Yay!!! Basically made a few tweaks to the roof structure (you can't see it in this render) and then added the wooden plank roof!!
~C

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26th Nov 2008 11:38am
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Jamie

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looking good man keep it up.
We're getting very close, so close we can taste it. And it tastes like awesome.
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26th Nov 2008 10:32am
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isaacg

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That's going to paint a nice normal map.
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26th Nov 2008 05:46pm
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byder

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Hey, thanks!!
Yeah its gonna create a seriously nice normal map... gonna be doing the same thing for the brick work on the base...
~C grin.gif
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26th Nov 2008 06:30pm
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isaacg

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Keep posting! octo.gif
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5th Jan 2009 10:47pm
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byder

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Hey All,
Haven't had as much time during the holz to work on this as I would have liked... but here's what I have done so far!

CRITS WELCOME wink.gif

~C

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5th Jan 2009 11:07pm
-toe_fungi
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toe_fungi

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this is incredible, how exactly did you create the numerous overlapping panels? it looks either really clever, or tedious, or both!
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5th Jan 2009 11:50pm
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Its more of the really clever than the tedious, but tedious does enter the equation!!

I have a script called, 'Advanced Painter', which allows me to paint geometry exactly where I want it. So my workflow was simple, I modeled two different planks of wood, then rotated them by 5degrees and reset their xforms, that way, they would paint with the 5degree rotation. I then simply painted rows starting from the top working my way down the windmill!!!

I'll stick a link to the Script on my Blog!! smile.gif

~C wink.gif
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6th Jan 2009 10:42am
+Gustave d'Pre
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Steve Martin

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Please do, it looks awesome. Great work.
http://www.3dprevis.com
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6th Jan 2009 02:54am
-desade2009
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desade2009

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i look at that pic and feel like a caveman staring at a cigarette lighter....seriously that's awesome....
i read that blog of yours labelled 'technical artist', and it's almost exactly what i want to do.....a blend of programming and art....
i'm going to be applying for an MSc in comp.animation from september this year , and the thing that appealed to me about the course was that it involved the technical side of comp.animation.....hope to work in games eventually....


Cogito, Ergo Sum
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6th Jan 2009 12:47pm
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SpitFire

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Awesome job on the detail of this work.
Rick

http://www.3dartconcepts.com
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6th Jan 2009 05:36pm
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byder

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Hey guys,
Yeah the link is up on my blog! Should be working, tested it yesterday!
Thanks for all the compliments... any crits though, pointers, suggestions, etc?!
I am still going to add more detailing, the door needs making, ripped cloth on the sails, some plant life around the bottom, etc!!
~C grin.gif
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