Integrating 3D models with photography
Interested in integrating your 3D work with the real world? This might help
# 271 20-03-2012 , 07:06 PM
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Also in hypershade utilities............dave




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# 272 20-03-2012 , 10:24 PM
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I think I got it figured out. TY guys. Oh and I have not made a lot of comments in this thread but I want to say this is really outstanding work Leon. I am very impressed, with your overall skills, you seem to have mastered every aspect - modeling, texturing, rendering, rigging, animation, dynamics.... Just outstanding! You should be very proud.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 273 21-03-2012 , 01:48 AM
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Cheers for the very kind words Ctbram, still feel I have a very long way to go till I will of mastered this stuff but feel I am making good progress and am really stoked about getting my stuff working in game. Thanks to an amazing guy who has been teaching me the ropes I can now get a character rigged and set up in max and over to the cryengine in a few hours. Has always been a dream to be able to create characters and vehicles for video games, is amazing to see it coming to fruition.

Our short video is progressing well and should have a post with the video soon.

We will then begin work on our 1st game. I will start a new thread up when this happens so I can demonstrate as many of the aspects that I have and will be learning in order to assist others who might be interested. Also just a key thing we discovered in max for making these models low res was the new multi rez option in max 2012, essentially works like decimation master but gives great control and results.

Thanks again for every ones kind words with regards to my work and this thread, it is much appreciated and certainly helps keep the motivation high,

-Leon

# 274 21-03-2012 , 04:18 AM
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got it mate and added you....cheers again for the offer

cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 275 21-03-2012 , 04:25 AM
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I have not used physical sky env rendering and I noticed that once enabled I can no longer get proper ambient occlusion renders unless I physically delete the phys sky render node. Is there a way to leave the node and just disable it for my AO renders? I even tried creating a dedicated AO render layer and all I get is a dark blue murky haze on everything until I completely delete the phys sky node.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 276 05-01-2013 , 02:03 AM
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Having some testing fun. The first c130 is simply compd out onto a picture while the 2nd one is done in maya with particles for the clouds and a BG plate on a mip node. Any clouds in the middle and foreground are done in maya. Just the distance stuff is the BG plate.

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Last edited by Chavfister; 05-01-2013 at 09:10 PM.
# 277 05-01-2013 , 05:54 AM
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The clouds on the second one look amazing.

# 278 05-01-2013 , 08:32 AM
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Holy cow Collin, that last image looks mighty fine for sure bud.

# 279 05-01-2013 , 09:12 PM
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Here is a screenshot of the setup. Just a plane, ibl, and fluid emitters for the clouds.

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# 280 04-05-2014 , 09:00 AM
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thought I would bring this thread back from the dead just to show other work we are doing that is separate from the game. screenshots of some assets I created for resale.

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# 281 04-05-2014 , 10:57 PM
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I always tell him he gets to do all the fun and "Shiny" things while I am stuck doing clothing and coding. Also I thought this thread was dead....

# 282 17-05-2014 , 05:21 PM
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fun and shiny underground tube train as part of a modular subway pack we are working on for next gen engines and simulators. Realtime screenshot with cryengine

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# 283 18-05-2014 , 02:34 AM
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I'm not sure when the last time you got the tube was. but I can assure you the arm rests do not glow!


Last edited by honestdom; 18-05-2014 at 08:33 AM.
# 284 18-05-2014 , 09:06 AM
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haha yeah is just a material issue, will have pbs shaders soon though so will be able to get everything looking right and a hell of a lot better.

# 285 19-06-2014 , 08:30 AM
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Col set it up in the new engine using pbs shaders.

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