Holy crap, sheena yanai should do the modeling work for NS:S <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> Really awesome with what you did with the crate and the resnode!
i think i could get you off in a lunch break... err maybe not my 3ding prolly isnt that smexy and hawt, it so perfect damn you good looks great personality, wicked skills,, why cant i marrie you again?
cause she's gonna marry me when I buy her a 20,000 dollar PC made just for modelling with 3dsmax + all add ons, MAYA + all add ons, and a replicator for all foods.
AWSOME RES NODE SHEENA!
BTW- do you use 3dsmax or Maya? If it's maya... could you guide me thru a few simple tuitorials? I'm dense... and just got Maya Whee for stupidity XD
ok i got one this is actuly a really bad pic of it, this one is in hera at maintanace access were the elevater is adn te weld lights its creator should prolly be informed about it same as the missing texture near archiveing that runs down to holo room, any way the celiing ducts you see around the joint usaly given a strob light effect adn a whirling sound
<!--QuoteBegin-BulletHead+May 13 2005, 02:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ May 13 2005, 02:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> aight sheena, you get to make the eye! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> oh..youre trying to mock me... do you ? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> bah... ok.. i got some time now.. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
edit: here you go.. ...the light and the reflection on the eye sucks... should have add another spotlight above it
there isnt much to see..and besides that would camera angle change mess up the whole texture...i have not used uvw mapping , the method ive used is called camera projection mapping..the camera acts as beamer wich projects the texture on the model. but additional does this mapping still allow the use of displacement mapping wich actually modifys the model geometry, unlike bumpmaps. the wireframe looks relative boring...just a quick nurbs setup, converted to polygons... some extruded splines.... a vertex manipulated cylinder , wich i have subdivided with hypernurbs to make it smoother.....uhm... and some sweep nurbs for the vein thingies... nah..heres the wireframe... a better way to see some of the details, its not really that special
Im drooling right now. <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->
All I can say is... would you bear my children if I buy you the most powerful PC in the world?!?!?!?! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yus, Maya.
lol normal maps <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> never worked with those, because they are not supported by my 3d modelling programs, normal mapping is a game engine function.... i bet a displacement map can be used as normal map...maybe even a bumpmap with crappier result... but wait a sec... isnt normal mapping just a lil bit more advanced bumpmapping based on a colored bumpmap instead of the monochrome bumpmapping? dunno...
displacement mapping is a native function of maya ,c4d ,maybe lightwave, and im not sure about max (i dont work with it anyway,because of its pewpie output and workflow) and the different texture projection modes should be native for every modelling package
And I suddenly become the person to really not talk to regarding this issue <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
wd zero, a little late but its still good its only a excersies
bl swift,
and sheena to save time you shouldnt have to worrie about maps at all, pass your work on to others sometime girl, it will allow you to knuckle down to the nittey gritty stuff
Displacement maping has been in 3d max for a while. Since Max-7, they've integrated normal maping. I had started to play a bit with normal maping but just to set it up takes more time then I have (having to create 2 identical objects except one is high poly and the other low poly then the compare between the 2 gives the normal maping, that's how Doom-3 did it).
<!--QuoteBegin-Browser ICE+May 14 2005, 02:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Browser ICE @ May 14 2005, 02:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Displacement maping has been in 3d max for a while. Since Max-7, they've integrated normal maping. I had started to play a bit with normal maping but just to set it up takes more time then I have (having to create 2 identical objects except one is high poly and the other low poly then the compare between the 2 gives the normal maping, that's how Doom-3 did it). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Scanline sucks with displacement though. To get the nicest results you need something that'll subdivide the mesh when it applies the displacement map, like Mental Ray.
Comments
you owe me my lunchbreak <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Sadfaec + hate = stab sheena. much.
Oh well. Uhm.. going to try to get mine in game though so its a whole lot less detailed.
Really awesome with what you did with the crate and the resnode!
AWSOME RES NODE SHEENA!
BTW- do you use 3dsmax or Maya? If it's maya... could you guide me thru a few simple tuitorials? I'm dense... and just got Maya Whee for stupidity XD
The res node is an excellent choice and goes very well with my thread's idea. Thanks !
Now if we had more people that would at least try it !
Great work Sheena !
To spice up things and at the same time give a chance to everyone, how about this ?
<b>Easy</b>
<img src='http://pages.infinit.net/browser/Images4Forums/From2dTo3d/Easy/nos_door1.jpg' border='0' alt='user posted image' />
<b>
Medium</b>
<img src='http://pages.infinit.net/browser/Images4Forums/From2dTo3d/Medium/wall_tech5.jpg' border='0' alt='user posted image' />
<b>Hard</b>
<img src='http://pages.infinit.net/browser/Images4Forums/From2dTo3d/Hard/nos_subwall3.jpg' border='0' alt='user posted image' />
<b>Difficult (challenge)</b>
<a href='http://pages.infinit.net/browser/Images4Forums/From2dTo3d/Difficult/NS.jpg' target='_blank'><img src='http://pages.infinit.net/browser/Images4Forums/From2dTo3d/Difficult/NS-s.jpg' border='0' alt='user posted image' /></a>
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
oh..youre trying to mock me... do you ? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> bah... ok.. i got some time now.. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
edit: here you go..
...the light and the reflection on the eye sucks... should have add another spotlight above it
I would love to see the level of details. A front view doesn't do justice on your art. Amaze us !
p.s. : I admit this particular image was directed at you. I just didn't want to say it out loud. I wanted the community to ask you to do it.
the wireframe looks relative boring...just a quick nurbs setup, converted to polygons...
some extruded splines.... a vertex manipulated cylinder , wich i have subdivided with hypernurbs to make it smoother.....uhm... and some sweep nurbs for the vein thingies...
nah..heres the wireframe... a better way to see some of the details, its not really that special
I've never realy heard about it but then again, I don't keep up with 3d modeling news. The closest I have heard is normal maping.
I've always wanted to turn this 2d image into a 3d image but never got the time to sit down and doing it (to busy on other stuffs).
Im drooling right now. <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->
some one go sujest this in the I&S
All I can say is... would you bear my children if I buy you the most powerful PC in the world?!?!?!?!
All I can say is... would you bear my children if I buy you the most powerful PC in the world?!?!?!?! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yus, Maya.
displacement mapping is a native function of maya ,c4d ,maybe lightwave, and im not sure about max (i dont work with it anyway,because of its pewpie output and workflow)
and the different texture projection modes should be native for every modelling package
bl swift,
and sheena to save time you shouldnt have to worrie about maps at all, pass your work on to others sometime girl, it will allow you to knuckle down to the nittey gritty stuff
Scanline sucks with displacement though. To get the nicest results you need something that'll subdivide the mesh when it applies the displacement map, like Mental Ray.