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Ross' Second Year Work

games art

23 replies to this topic

#1
Ross Langston

Ross Langston

    Dying Inside...

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  • Location:Chelmsford

So finally getting back round to posting something for this year. For our scene project I am doing the Separatist Council War Room from Star Wars Episode 3. To begin with I tried making an environment with world machine but think the 8 million poly landscape was a bit over our polycount limit haha. Now just focusing on the room and got the door complete with material colours ready for substance. Here is the room and my model so far  :)

 

 

 

Attached Thumbnails

  • WarRoom.jpg
  • Door1.jpg

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#2
Ross Langston

Ross Langston

    Dying Inside...

  • 58 posts
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  • Location:Chelmsford

First update: Almost finished now with the walls and doors. Quick screen shot of a rough layout with everything snapping together.

Attached Thumbnails

  • room1.jpg


#3
Ross Langston

Ross Langston

    Dying Inside...

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Also learnt how to do holograms in Unreal so quickly modeled the Death Star to test it and will be adding it to the final scene  lolooooo

Attached Thumbnails

  • hologram.jpg

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#4
Ziv

Ziv

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the holograms effect looks awsome !! I like the hardsurface you made in your scene 



#5
Josh203

Josh203

    3rd Year GamesArt

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awesome hologram! I really like the rim lighting going around it, gives it a good sense of depth



#6
Ross Langston

Ross Langston

    Dying Inside...

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  • Location:Chelmsford

the holograms effect looks awsome !! I like the hardsurface you made in your scene 

 

 

awesome hologram! I really like the rim lighting going around it, gives it a good sense of depth

 

Thanks guys! The hologram took a while to get right haha but glad people think it looks good. I'll attach a screenshot of the nodes so people can get a rough idea for what it's made up of.

Attached Thumbnails

  • Untitled-1.jpg

Edited by Ross Langston, 21 October 2016 - 02:14 AM.


#7
shakeyc123

shakeyc123

    Jake Cooper - Games Artist

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To begin with I tried making an environment with world machine but think the 8 million poly landscape was a bit over our polycount limit haha.

 

 

 

 

I'd still use this, but optimise it for a low poly and then use the 8 million poly landscape to bake down... should get a nice result! 

 

The hologram looks pimp, as long as you get the bloom/ light shafts blasting up from the tables, you're onto a winner! 

 

Keep up the good work :) 



#8
Ross Langston

Ross Langston

    Dying Inside...

  • 58 posts
  • Gender:Male
  • Location:Chelmsford

 

I'd still use this, but optimise it for a low poly and then use the 8 million poly landscape to bake down... should get a nice result! 

 

The hologram looks pimp, as long as you get the bloom/ light shafts blasting up from the tables, you're onto a winner! 

 

Keep up the good work :)

Thanks! I did try to get the scene as landscape as low poly as possible and use a baked down version but it just didn't seem to want to work at all. 

 

And as for the hologram, thanks haha I'm still working on how to get the light shafts but should be very easy in comparison to the hologram itself haha


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#9
Ross Langston

Ross Langston

    Dying Inside...

  • 58 posts
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So I focused more of the hologram tables today, didn't finish modeling them but at least got the lights somewhat working. I will have to test it all again once its in the final scene but here it is looking close to what will be seen in the final room.

Attached Thumbnails

  • HighresScreenshot00000.jpg

  • shakeyc123 likes this

#10
shakeyc123

shakeyc123

    Jake Cooper - Games Artist

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Thanks! I did try to get the scene as landscape as low poly as possible and use a baked down version but it just didn't seem to want to work at all. 

 

And as for the hologram, thanks haha I'm still working on how to get the light shafts but should be very easy in comparison to the hologram itself haha

 

That's a shame, however there are plenty of other ways to approach the landscape. You can always revisit it later and focus on the interior for now :) 

 

So I focused more of the hologram tables today, didn't finish modeling them but at least got the lights somewhat working. I will have to test it all again once its in the final scene but here it is looking close to what will be seen in the final room.

 

That's the stuff! Should work nicely with a bit of bloom :) 

 

How's the modelling going? If you haven't already, I'd suggest getting it blocked out so you can get a sense of scale, fix any errors and then go into finer detail afterwards. Might save you some time in the long run!  



#11
Ross Langston

Ross Langston

    Dying Inside...

  • 58 posts
  • Gender:Male
  • Location:Chelmsford

 

That's a shame, however there are plenty of other ways to approach the landscape. You can always revisit it later and focus on the interior for now :)

 

 

That's the stuff! Should work nicely with a bit of bloom :)

 

How's the modelling going? If you haven't already, I'd suggest getting it blocked out so you can get a sense of scale, fix any errors and then go into finer detail afterwards. Might save you some time in the long run!  

 

 

Thanks!! Yeah I'm planning on adding a little bloom and some minor particle effects to get it just right  :)

 

As for the modelling, I am so close now to being finished. just a few things to model for the walls like the computer modules, but thats all simple shapes, and the tables for the holograms, the floor and the ceiling  :)

 

Attached Thumbnails

  • 1.jpg
  • 2.jpg


#12
Ross Langston

Ross Langston

    Dying Inside...

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Another update. Room is so close to being finished now. Only computer panels to go now. Everything else has been modelled and UV'd and assigned material ID's. Floor has so many polys because it is the high poly and the patterns are made of different materials so used material ID's to make my job easy when it comes to texturing.

Attached Thumbnails

  • room2.jpg

Edited by Ross Langston, 24 October 2016 - 10:01 PM.

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#13
Ross Langston

Ross Langston

    Dying Inside...

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Modelling is all done. The attached screen shot is of all the high poly models that now need UVing, texturing and have the light maps and collision boxes made for them.

Attached Thumbnails

  • room5.jpg


#14
Ross Langston

Ross Langston

    Dying Inside...

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And heres just a rendered image in maya.

Attached Thumbnails

  • RoomRender.jpg

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#15
Ross Langston

Ross Langston

    Dying Inside...

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  • Location:Chelmsford

Okay this is becoming a bit of a pain, but i have this lightshaft fading off but then at the top of what would be the mesh to make the lightshaft I've got a very annoying line. Anyone know how I might fix this?

Attached Thumbnails

  • HighresScreenshot00011.jpg





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