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Work in progress Spacies [Fullconversion - Looking for 3D-Artist]
Acies Offline
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RE: Spacies [Fullconversion - Looking for 3D-Artist]

New stuffs:
[Image: Pir-NC-Light2.png]

[Image: Pir-NC-Light2b.png]

Might make the roof a little darker + scratched. Currently it's a little bittle boring on the flat section.

[Image: mZiYnxe.png]


(This post was last modified: 11-08-2012, 12:36 AM by Acies.)
11-08-2012, 12:36 AM
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Danny Boy Offline
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RE: Spacies [Fullconversion - Looking for 3D-Artist]

advice: needs moar cube map textures. or the walls will just look like plastic.
(This post was last modified: 11-08-2012, 01:27 AM by Danny Boy.)
11-08-2012, 01:26 AM
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The chaser Offline
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RE: Spacies [Fullconversion - Looking for 3D-Artist]

The walls at the side don't look as they had a real hole (because the black spaces are holes, right?). Could you do something about that? Could the normal map do that impression?

THE OTHERWORLD (WIP)
[Image: k6vbdhu]

Aculy iz dolan.
11-08-2012, 01:22 PM
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xxxxxxxxxxxxxxxx Away
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RE: Spacies [Fullconversion - Looking for 3D-Artist]

Quote: Could the normal map do that impression?
Only to a certain degree. Normal maps can fake the angle of a surface, but they cannot create real depth. Any perceived depth details on a normal mapped surface are only illusions based on the shadowy areas created by the normal map.

A good practise is therefore to avoid 90° - holes in a surface that is supposed to be baked into a normal map. The map has nothing to "work with" in terms of angles except for the narrow border of the hole, since a 90° angle cannot be depicted in a normal map - so the result will always look like a very shallow hole no matter how deep it is in the highpoly.
The solution to this problem is to have a slope instead of a 90° angle - it will look much deeper as a result. In this case you could even make some sort of angled slits instead of plain holes... that might look really nice on the normal map. Like this sorta.
(This post was last modified: 11-08-2012, 03:27 PM by xxxxxxxxxxxxxxxx.)
11-08-2012, 03:27 PM
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The chaser Offline
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RE: Spacies [Fullconversion - Looking for 3D-Artist]

(11-08-2012, 03:27 PM)Hirnwirbel Wrote:
Quote: Could the normal map do that impression?
Only to a certain degree. Normal maps can fake the angle of a surface, but they cannot create real depth. Any perceived depth details on a normal mapped surface are only illusions based on the shadowy areas created by the normal map.

A good practise is therefore to avoid 90° - holes in a surface that is supposed to be baked into a normal map. The map has nothing to "work with" in terms of angles except for the narrow border of the hole, since a 90° angle cannot be depicted in a normal map - so the result will always look like a very shallow hole no matter how deep it is in the highpoly.
The solution to this problem is to have a slope instead of a 90° angle - it will look much deeper as a result. In this case you could even make some sort of angled slits instead of plain holes... that might look really nice on the normal map. Like this sorta.
Nice example. Or there could be a model which was extruded out, having a real depth. I can do it for you, Acies :3

THE OTHERWORLD (WIP)
[Image: k6vbdhu]

Aculy iz dolan.
11-08-2012, 03:49 PM
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Acies Offline
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RE: Spacies [Fullconversion - Looking for 3D-Artist]

Everyone; thanks for the input! I'll definately keep it in mind :]

Need to try out the "alphacubemap" option. Constructed these using nDo2 - a nifty tool which allows you to paint normals in photoshop. Also tried following a guide towards painting metal textures. Haha, in short: I need to practise some more. The "models" themselves are very flat: roof is 16 tris, wall is 180 (curvature lies mainly on the "grill part" at the lower section).

[Image: mZiYnxe.png]


11-08-2012, 11:52 PM
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Mathiasz Offline
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RE: Spacies [Fullconversion - Looking for 3D-Artist]

This looks insanely good!
If you are in need of music for this - please contact me.

You can listen to my stuff here:
http://soundcloud.com/MathiasGebuhr

I make a lot of different stuff Smile

You can find my music here:
http://soundcloud.com/MathiasGebuhr
11-13-2012, 10:38 PM
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Acies Offline
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RE: Spacies [Fullconversion - Looking for 3D-Artist]

Thank you for the offer and the compliment :]

I'd take any help with music I can get. Have you pick between creating:
1. An eerie space "danger coming", rather have it being mellow than intense
2. A moody piece conveying sadness

You can start out by making "a sample" in which you put some of your ideas. If it sounds like something I'd like you're free to extend it into a full piece :]

I guess the above workflow (seeing as I know almost nothing on music production) might result in something which we can both be content with?


Also; Voice actors!

I would like people confident in creating a russian accent. Record a few random lines of your choice and upload to a website where I may listen to it through my webbrowser. These "actors" will be featured as crewmates on the ship - an attempt on my side to create several small background stories, each with some piece of information on the life on Pir.

Thanks in advance! :]

Edit: I'll provide succesfull trials with lines of course

[Image: mZiYnxe.png]


(This post was last modified: 11-15-2012, 07:06 PM by Acies.)
11-15-2012, 07:03 PM
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Bunnypoppop Offline
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RE: Spacies [Fullconversion - Looking for 3D-Artist] Voice-actors assemble

I've done it a lot better but it's still fun to do lol

http://soundcloud.com/bunny-17/russian-1

http://soundcloud.com/bunny-17/russian-2

"War doesn't determine who is right - only who is left"

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11-15-2012, 11:27 PM
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Miss Rigi Offline
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RE: Spacies [Fullconversion - Looking for 3D-Artist] Voice-actors assemble

(11-15-2012, 11:27 PM)Bunnypoppop Wrote: I've done it a lot better but it's still fun to do lol

http://soundcloud.com/bunny-17/russian-1

http://soundcloud.com/bunny-17/russian-2
A+ on that second one.

Vos rapio meus spiritus absentis.
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11-16-2012, 04:50 AM
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