Here's A Little Teaser

LittleBLittleB Join Date: 2004-06-19 Member: 29407Members
<div class="IPBDescription">of something I'm working on...</div> <a href='http://www.putfile.com/media.php?n=skulktemp&width=640' target='_blank'>http://www.putfile.com/media.php?n=skulktemp&width=640</a>


It's a WIP, as you can see.. What do you think so far?

Comments

  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
    Wow nice model, get it skinned and I'll see what I can do about getting it ingame <!--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-->
  • nogoodnicknamenogoodnickname Join Date: 2005-03-23 Member: 46172Members
    edited May 2005
    ****en video cant load. what is it? what is it anyway, skulktemp. are u makin some sort of skulk model ehh?
  • kyliegirlkyliegirl Gorge Master Australia Join Date: 2002-12-11 Member: 10586Members, Reinforced - Shadow
    the neck looks a little too thick on the top, it looks like its dislocated to me
  • LittleBLittleB Join Date: 2004-06-19 Member: 29407Members
    <!--QuoteBegin-Drfuzzy+May 19 2005, 09:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Drfuzzy @ May 19 2005, 09:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wow nice model, get it skinned and I'll see what I can do about getting it ingame <!--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--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It's going to be a super high-res CG image... Probably around 1,000,000 polys with a displacement map instead of bump map, 1024x1024 textures, full raytracing+radiosity.

    So I don't know if the HL engine can handle it <!--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-->
  • BreakthroughBreakthrough Texture Artist (ns_prometheus) Join Date: 2005-03-27 Member: 46620Members, Constellation
    Throw that bad-boy into Source, it'll handle fine. 1,000,000 Polies + 6800GT = 100fps Steady <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • nogoodnicknamenogoodnickname Join Date: 2005-03-23 Member: 46172Members
    edited May 2005
    post screenies ehh. i wanna know what is it. my internet is flipping and cant load that
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    its an extremly high poly skulk model
  • OmegamanOmegaman Join Date: 2004-01-11 Member: 25239Members
  • LittleBLittleB Join Date: 2004-06-19 Member: 29407Members
    Alright then here you go.... And remember: Work in progress.



    <img src='http://img287.echo.cx/img287/7591/skulkrendertemp000100013ye.jpg' border='0' alt='user posted image' />
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Looks nice. I agree with Kyliegirl about the neck being slightly too thick.

    I'm looking forward to seeing this completed and running around in Source <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
    Woah thats poly wasteage if its 1m polies. There needs to be more infestation detail. Seems too smooth, remember its covered in a fungus-like substance.
  • LittleBLittleB Join Date: 2004-06-19 Member: 29407Members
    <!--QuoteBegin-Drfuzzy+May 23 2005, 12:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Drfuzzy @ May 23 2005, 12:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Woah thats poly wasteage if its 1m polies. There needs to be more infestation detail. Seems too smooth, remember its covered in a fungus-like substance. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yeah... You didn't read what I wrote. First of all: Work in progress. Right now it's about 200,000 polys. Second of all: I said it's going to have a displacement map instead of a bump map. And we all know a disp map only looks good if you have ****-loads of polys.
  • ColtraneColtrane Join Date: 2004-02-10 Member: 26337Members
    Get zbrush if you dont already have it.

    Import it to zbrush.
    Doodle around a little bit.
    =
    Instant win.

    You can do some really nice infestation in zbrush, and you can make a normal map of it fast.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    edited May 2005
    <!--QuoteBegin-LittleB+May 22 2005, 11:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LittleB @ May 22 2005, 11:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And we all know a disp map only looks good if you have ****-loads of polys. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Use a subdivision-based displacement. I don't know what program you're using, but VRay for 3ds max has one, as does Mental Ray. It'll subdivide the mesh where the displacement map needs it automatically at render time.

    Also, don't bring the "poly wastage" fuzzy - it's pretty much standard practice to meshsmooth things to crap and back <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> (~1 million polys each, and there's not much to them: <a href='http://www.tangledslinky.org/images/shinies.jpg' target='_blank'>http://www.tangledslinky.org/images/shinies.jpg</a> )
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    /me points at mouse

    hes right..sub division disp mapping does not need that much polys
  • LittleBLittleB Join Date: 2004-06-19 Member: 29407Members
    <!--QuoteBegin-Coltrane+May 23 2005, 01:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Coltrane @ May 23 2005, 01:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Get zbrush if you dont already have it.

    Import it to zbrush.
    Doodle around a little bit.
    =
    Instant win.

    You can do some really nice infestation in zbrush, and you can make a normal map of it fast. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It's funny you should mention that, cuz I just got it a few days ago. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> What an amazing program!
  • nogoodnicknamenogoodnickname Join Date: 2005-03-23 Member: 46172Members
  • ThatamosThatamos Join Date: 2004-11-05 Member: 32643Members
    edited May 2005
    A couple of days ago, I spoke on TS about a DCP-developer and two plugins meant for texturing that I have used a little in the past... Kaldera and Texture Layers, created by Mankua Software. Because of how easy they are to learn and how they might help you with texture problems, I enquired to the company about how much it would cost for each of them... and they have replied.

    Kaldera -- <a href='http://www.mankua.com/kalderabottom.htm' target='_blank'>http://www.mankua.com/kalderabottom.htm</a>
    Texture Layers 2 -- <a href='http://www.mankua.com/texlaybottom.htm' target='_blank'>http://www.mankua.com/texlaybottom.htm</a>
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