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created DarkSectology
on 03-13-2008 12:08 PM
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, polygon,
501 Posts,
Join Date Nov 2004,
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created Re: DarkSectology
on 03-13-2008 12:11 PM
beautiful! how much time did they give you on a prop such as the one at the very top?
- Sean McBride -
Formerly n30g3n3s1s
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, polycounter,
772 Posts,
Join Date Oct 2004,
Location Atlanta, GA
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created Re: DarkSectology
on 03-13-2008 12:15 PM
Now THAT'S Roman, son!
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, dedicated polycounter,
1,681 Posts,
Join Date Nov 2005,
Location Las Vegas, NV
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created Re: DarkSectology
on 03-13-2008 12:15 PM
DAMN, second. damn again, third!
You know you're good, so i'll just leave it at that =D
rock on, and bake more cookies!
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, spline,
148 Posts,
Join Date Feb 2008,
Location Irvine, Ca
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created Re: DarkSectology
on 03-13-2008 12:18 PM
You know, threads should warn you before they blow your mind.... awesome details and work there.
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created Re: DarkSectology
on 03-13-2008 12:20 PM
[ QUOTE ]
Spent some time doing new renders for some of the hipoly Dark Sector models, some of which you might have already seen.
I also did almost half of the world textures in the game and a large portion of environment meshes and scenes.
After 8 years... it's done!. I'm tempted to post some of the old 256x256 textures and stuff from back when it was an MMO to have a nice timeline going...
[/ QUOTE ]
Please do. Actually, post some art from every year to see the game's progression. It would be a wonder to see what it started out as to what it has now become. And awesome work btw [img]/images/graemlins/wink.gif[/img]
-=!Rock On!=-
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, triangle,
370 Posts,
Join Date Oct 2004,
Location Orange Central, W3rD
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created Re: DarkSectology
on 03-13-2008 12:28 PM
pretty [img]/images/graemlins/smile.gif[/img] I like the spaceship work.
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, polycounter,
1,084 Posts,
Join Date Oct 2004,
Location Cary, NC
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created Re: DarkSectology
on 03-13-2008 12:31 PM
lovely stuff! and nice engine too by the looks of it..
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, insane polycounter,
5,447 Posts,
Join Date Dec 2004,
Location Newcastle, uk
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created Re: DarkSectology
on 03-13-2008 12:46 PM
cool stuff dude, although I think the ingame shot's lighting isn't doing your models/textures justice, post some more stuff dude, your buildings and unique pieces are awesome too.
good job spaniard, don't let your head inflate too much though.
and you better bake me some cookies when I'll come visit you [img]/images/graemlins/laugh.gif[/img].
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created Re: DarkSectology
on 03-13-2008 12:56 PM
For the amount of work you put into the highpoly models (especially since you sub-d model so much of it), I don't think the ingame came out very well. It works, but I'm sure it could've worked just as well with less time and effort. Although I also gather you're quite comfortable and effecient with sub-d modeling, so don't take this to mean 'sculpt more'. I think the textures and lighting could use a lot of work to bring out the detail and quality of the source models.
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, veteran polycounter,
2,617 Posts,
Join Date Oct 2004,
Location Amsterdam
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created Re: DarkSectology
on 03-13-2008 12:58 PM
iirc, the statue ingame render is just the diffuse and ambocc, no spec or normal or lighting there, the ingame model itself looks much better than that and looks more detailed too.
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created Re: DarkSectology
on 03-13-2008 01:10 PM
Yeah that definitely dosent look like it was rendered with all the maps, so show the final result!
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, Moderator,
5,596 Posts,
Join Date Oct 2004,
Location Iowa City, IA
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created Re: DarkSectology
on 03-13-2008 01:52 PM
Hey all... ill try to dig up some old screens and stuff from the old days... should be funny.
The statue is only showing the selfilluminated colormap yes, no normalmap or lighting there. I'll see if i can dig up a decent screenshot... the only one i have is from when the engine still used stencil shadows and things generally rendered horribly (the statue is old).
Sean - that prop took about a week i think, with the lowpoly version and skin. I already had the lion and gargoyle faces plus some of the small details done so...
...and i shall bake more cookies indeed, it was kinda fun.
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, polygon,
501 Posts,
Join Date Nov 2004,
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created Re: DarkSectology
on 03-13-2008 02:27 PM
Thats some insane modeling man. How much is sculpted?
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, triangle,
396 Posts,
Join Date Jan 2005,
Location Los Gatos, CA
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created Re: DarkSectology
on 03-13-2008 04:20 PM
Very nice stuff, look forward to seeing more shots [img]/images/graemlins/smile.gif[/img]
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, triangle,
329 Posts,
Join Date Feb 2006,
Location London Ontario Canada
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created Re: DarkSectology
on 03-13-2008 04:24 PM
Quality work as usual StrangeFate
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, polycounter,
1,181 Posts,
Join Date Jul 2005,
Location Vancouver, BC
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created Re: DarkSectology
on 03-13-2008 04:26 PM
Really cool stuff Strangefate, very clean and detailed highpoly stuff, and the textures look great too. Awesome work!
The only one I think is a bit weird is the texture for the woman statue, with the large dark section in the middle, doesn't seem natural or make much sense to me, but what do I know [img]/images/graemlins/smile.gif[/img]
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, Administrator,
11,475 Posts,
Join Date Oct 2004,
Location London, UK
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created Re: DarkSectology
on 03-13-2008 04:51 PM
beautiful!
are those horses smoking cigars he he (I know its fountain...but still :P)
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, veteran polycounter,
2,694 Posts,
Join Date Feb 2007,
Location UK cheltenham
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created Re: DarkSectology
on 03-13-2008 04:55 PM
very nice art, but agree that the engine doesnt show it of to its true potential, one thing i noticed is a lack of colour in the shadow renders, like its rendered with a white ambient or similar, if the shadows in the render had more colour to them it would have more zing.
also that floor is either suffering some nasty mipmapp-ing issue (engine)
i dont want to nit pick though, blame that beer/crunch mix
anistropic
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, veteran polycounter,
2,964 Posts,
Join Date May 2006,
Location edinburgh
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created Re: DarkSectology
on 03-13-2008 05:12 PM
oh man! thats some awesome modeling right! modo ftw, aint' that right strangeafte?
Is everything subd's? or is there some parts that are straight poly work?
would love to see some more shots with pre subd mesh, and aother pics you think you shouyld should regarding tecniques.
Once again. awesome work man.
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created Re: DarkSectology
on 03-13-2008 05:38 PM
No worries. The lighting isnt setup, the screenshots were taken from my testscene, where stuff goes as i work on it.
I can affect the colors of the shadows (which are always very stark in the engine either way) by changing the ambient color, but it also tints the whole scene quite drastically and makes it impossible to work on the textures/materials...
The mip mapping issue is from working with the specs and settings the final game will have, basically what you see there is what you get, no fake hires stuff [img]/images/graemlins/smile.gif[/img] (even tho it sure would be better for pimping stuff).
Mop - I just thought it looked more unique and rich than bland stone [img]/images/graemlins/smile.gif[/img]
Commander - The horses are the only sculpted thing.
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, polygon,
501 Posts,
Join Date Nov 2004,
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created Re: DarkSectology
on 03-13-2008 06:17 PM
bitmap - The spaceships are straight polys, the rest SubD.
And now... DarkSector the MMO!
I got some stuff together from 8 years ago!
A small selection of the hundreds of textures i did for it, and a ingame screenshot... i didnt do the geometry, it just happens to use all my textures.
I still have tons more stuff, but its not mine and not for me to post [img]/images/graemlins/smile.gif[/img]

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, polygon,
501 Posts,
Join Date Nov 2004,
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created Re: DarkSectology
on 03-13-2008 06:18 PM
the engine needs some anistropic filtering then,
on the shadow side have you tried altering the main light colour to compensate for the colour tint in the ambient. (ie if you have a blue ambient add the same amount of red and green to the directional, or remove the same amount of blue from the directional leaving no tint in the lit parts but saturated shadows)
obviously doesnt always work very much depends on the intracasys (SP) of the engine/rendering tech
nice drawn 256s
anistropic
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, veteran polycounter,
2,964 Posts,
Join Date May 2006,
Location edinburgh
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created Re: DarkSectology
on 03-13-2008 06:50 PM
the engine has aniso filtering, but this shot I think was taken after the console optimization state which means the mipmaps were forced (you had to alter the config to show them at full rez, but your memory would then be overflown and your PC would die slowly in a painful and long agony).
as for the shadow, I believe that is from his testcube scene, thus no ambient lighting, we could easily color shadows with post processing and ambient light aswell as backlighting (as shown in the game and in some of the awesome shot Mario still has under the sleeves.
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created Re: DarkSectology
on 03-13-2008 08:34 PM
Awesome work, Strange. The highres modeling is unbelievably good. I'd have to agree with vahl's first post though - the in game lighting doesn't do your work justice. In fact, it makes it look worse than it actually does. It's very drab, sharp lighting [img]/images/graemlins/frown.gif[/img]
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, veteran polycounter,
4,858 Posts,
Join Date Nov 2004,
Location Redmond, WA
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