Author : jdvi


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subdproxy's Avatar
Old (#76)
Great stuff! I learned a lot from reading this post. Good job!
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NobleWulf's Avatar
Old (#77)
Outstanding, that is just fantastic. Keep it up.
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kostyasazonov's Avatar
Old (#78)
It's awesome! Really kicking ass
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Sithis324's Avatar
Old (#79)
Inspiration at its best, awesome work man. Thanks for the breakdown on your workflow

Quick question: For the pillar breakdown, how did u go from 1-B to 1-C? It looks like you used boolean but kept the topology clean. I always have trouble modeling in a dip/hole on a complex hard surface model.
Offline , null, 22 Posts, Join Date Jul 2011, Location Los Angeles  
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Sirdelita's Avatar
Old (#80)
This is such an interesting work flow, I usually am not a huge fan of having to retopo. It would be great to see a video on this workflow! Great work.
Offline , triangle, 283 Posts, Join Date Mar 2009, Location Chicago, IL  
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SirCalalot's Avatar
Old (#81)
This piece looks absolutely wonderful!
You have managed to create 3D assets that look like a matte-painting. I look forward to your next piece (considering this was a while ago, I've probably just yet to find it :P)
Quote:
Originally Posted by Sithis324 View Post
Inspiration at its best, awesome work man. Thanks for the breakdown on your workflow

Quick question: For the pillar breakdown, how did u go from 1-B to 1-C? It looks like you used boolean but kept the topology clean. I always have trouble modeling in a dip/hole on a complex hard surface model.
He used ProBoolean rather than bog-standard Boolean. While not entirely perfect, it is worlds better for clean topology.
Offline , polycounter, 859 Posts, Join Date Nov 2011, Location Birmingham, UK  
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Darkrusader's Avatar
Old (#82)
Thanks guys! SirCalalot is correct that ProBoolean is much cleaner for creating subtractions. I would like to add to that, to keep your geometry super clean, keep it on the grid! If you look at my subtraction mesh and my base mesh, you will notice that the topology is already very similar. That means that it is minimal work to clean that up after I do my Boolean operations.
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punkvideo's Avatar
Old (#83)
very cool art
Offline , spline, 192 Posts, Join Date Nov 2011,  
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Tobbo's Avatar
Old (#84)
That atmosphere is sweet! Really dig it.
Offline , spline, 205 Posts, Join Date Dec 2011,  
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SirCalalot's Avatar
Old (#85)
Just thought I'd let you know,Darkrusader, that I'm using a similar workflow inspired by your floor bricks.
I'm creating a cluster of floorboards for a scene I'm working on that can be slotted together and flipped just like your floor in this.

Thanks again for posting
Offline , polycounter, 859 Posts, Join Date Nov 2011, Location Birmingham, UK  
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nikuskwas's Avatar
Old (#86)
I love the final UDK scene. Very loyal to the original Concept.

Only thing I noticed that I would personally change are the massive stones on the floor. If you have a look at the steps on the stairs, they are quite small, as for a normal human foot. But when you look at the floor, it seems that a normal human being would fall in between those massive spaces between the stones! I would scale it down a bit. Other than that, I like it a lot ;-) Good job!
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ChrisHaze007's Avatar
Old (#87)
Even tho i love the lantern. It looks a bit out of place.

I think your scene should be lit by regular fire.
Offline , null, 2 Posts, Join Date Apr 2012, Location Perth, WA  
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Gods_Requiem's Avatar
Old (#88)
Man....I wish I could understand how to get this level of quality with the textures in UDK. When I see a stage like this it just makes me remember that I really need to work on my materials. Great job.
"Nothing is either good or bad but thinking makes it so"- William Shakespeare
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Mineirinho's Avatar
Old (#89)
wow, great job.
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Shizor's Avatar
Old (#90)
Awesome work! Thanks for posting those breakdowns as well!
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Gazu's Avatar
Old (#91)
Amazing!

Are you a professional Artist?
You sure work in the Game Industry, or?
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walreu's Avatar
Old (#92)
Quote:
Originally Posted by Darkrusader View Post
Here is an article that goes into much more depth on how to use color properly in your specular channel

http://www.manufato.com/?p=902
Fantastic article!
I tried the specular previewing trick in photoshop but i can't seem to get it working thou. I put all the layers exactly like that ,but once i move the white spots ,nothing happens.. any clues anyone?
Environment Artist Trainee @ Remedy Entertainment - Quantum Break
http://www.animera.fi || http://waltterireunamo.blogspot.com/ || http://www.linkedin.com/in/waltterireunamo
Offline , spline, 234 Posts, Join Date Oct 2011, Location Espoo, Finland  
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rago's Avatar
Old (#93)
thanks for your tutorial. that is very wonderful!
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_DMage_'s Avatar
Old (#94)
Amazing work dude!!!!!
CryShade-GameWorks
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_DMage_'s Avatar
Old (#95)
EPIC
CryShade-GameWorks
Offline , line, 89 Posts, Join Date Jan 2013, Location Norway  
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Kryptikk's Avatar
Old (#96)
Amazing work and final look. Interesting to see your approach to all the parts especially using decimation master as the sole creation point for you lowpoly meshes.
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shdw's Avatar
Old (#97)
just wow
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bluekangaroo's Avatar
Old (#98)
well done sir
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vahid67's Avatar
Old (#99)
nice work
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RaPtoR_v9600's Avatar
Old (#100)
Amazing work, and congrats like you short tut on modelling floors,
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