Oalexis' WIPs
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@oalexis said:
well i did a "simple" model of a light from the game half life 2... applying the texture in SU took forever due to the complex nature of the object. I know its not much but I thought I'd post it up since it took so long. Rendered it in podium
how did you get the ground to look like that with podium thats awsome! could you post the settings or the file?
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heres a little file i made to recreate the same look of the picture posted. Rendered on default in podium 1.6 with the quality and smooth sliders set to halfway.
Also heres a close up render of the forcefield fences in the animation
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thats excellent, thankyou very much.
thats about the best ground texture i've ever seen. where's it from? -
It's from the half life 2 game. It's possible to get all the textures out of the game as well as all the other source games. It only requires two programs to do so. GCFScape, and VTFEdit
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i can't get over how well it bumps. i opened it in PS cause i thought for sure it was coming from the alpha channel but NOOO.
BTW, i love the trick with the semi transparent lens over the robot dogs eyes, it makes the red eyes appear as though they are glowing inside SU without even being rendered. [hats off] -
Thanks xrok1 Heres a building from today.
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some other stuff i'm playing around with. I'm learning kerky now as well, seems to be a great program! I like the volumetric lighting feature
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Thanks for positing your model, and renders. Did a quick one because I always like to see what my standard setup can do in comparison to others. Your render is more dramatic. Be nice if the materials were distressed.
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some assests i made for use in a crysis map pics taken in the cryengine 2
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i've been playing with the crysis engine its awsome but i can't figure out how to get my SU stuff in there any tips or better yet a walk through of your process??
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It indeed is awesome! You can use this technique here to get your stuff into the sandbox2 editor. http://www.crymod.com/thread.php?threadid=19058
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i'll have to dig my copy of softimage out of the closet
i was hoping you were using playup http://playuptools.blogspot.com/ that's what i was trying to work with but????
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Actually you won't need softimage xrok1, if you read further through the thread there is a way to go directly from SU to sandbox 2. It requires you download a program called colladaCGF. Read a bit further down the thread, and you'll see it Also you could check in this thread http://www.sketchucation.com/forums/scf/viewtopic.php?f=80&t=11606&st=0&sk=t&sd=a&hilit=playup&start=30 or PM zapwizard, he can explain it more clearly, since I think he pioneered the technique.
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Heres the growing number of stuff that i've put into the crysis editor, all built with sketchup, and textured in sketchup. normalmaps and spec maps and diffuse maps used in game.
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How did you get the god's fingers in the first KT render post processing?
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Scene Settings > Global Settings > Volumetric lighting, then You can play around with the global fog settings at the bottom til you get the results you want. Be warned, it significantly increases your rendertime :S To get the god rays you use a very low amount of scatter I think, like 0.2, and keep the rest as they are. I could be wrong however, since that render was a few weeks ago
Oh heres some other stuff I forgot to post as well. Rendered in Kerky. The third and fourth are a spaceship i'm working on inspired by Homeworld 2 concept art
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heres something recent i'm working on for a contest over at game-artist forums http://www.game-artist.net/forums/game-artist-mini-competition/11265-gamc-3-uav.html
The modelling is almost finished I just need to cut down the tri count because the you can only have 2000 tris for the competition and i'm at about 2100 right now
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niiice! if the wing bottoms aren't totally flat you could try that to reduce tri's.
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ya I did that among a few other things and the tri count is now at 1979. Heres some shots of the UAV in the Crysis Engine. No texture maps yet
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i love those little under elevators. inspired by a shark?
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