Renzatic on 10/8/2008 at 20:35
Yours is looking pretty good as well, specially for someone just starting out. When I first jumped on the high end 3D bandwagon, the best I did was make completely unconnected blocks and scream alot.
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I Also think I'm putting in 3-5 hours of research for every hour of modelling.. which is not so fun.
That's about normal. I went through tons of tutorials before I became even remotely competent (and I'm still not as good as I think I need to be). But eventually you'll get used to it. Then you start flying. I've seen videos where people have blocked out, sculpted, and UVed a million plus poly mesh in less than an hour. It's amazing to watch.
havoc211 on 11/8/2008 at 02:42
Quote Posted by Renzatic
Yours is looking pretty good as well, specially for someone just starting out. When I first jumped on the high end 3D bandwagon, the best I did was make completely unconnected blocks and scream alot.
LOL. I used to give my drafting teacher fits because I could finish his assignments in 5 minutes and everyone else would be slaving over them for an hour. Helps being an artist I guess ;)
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That's about normal. I went through tons of tutorials before I became even remotely competent (and I'm still not as good as I think I need to be). But eventually you'll get used to it. Then you start flying. I've seen videos where people have blocked out, sculpted, and UVed a million plus poly mesh in less than an hour. It's amazing to watch.
Oh, I've followed Buzz3D's videos and am waiting to see the completion of the AT-AT walker. But, my frustration is that I can't find all the information I need at times to finish portions of my model. I also have multiple sets of blueprints. One set says the depth of the consoles is X meters and another says the console plus the wall behind it is the same measurement. It has resulted in my model being off in places by as much as 18 inches depending on which set of blueprints you choose to look at. Being a stickler for detail, it becomes frustrating for me. That said, I have more updates.. ;)
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http://i37.photobucket.com/albums/e66/havoc211/progress_81008_03.jpg)
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http://i37.photobucket.com/albums/e66/havoc211/progress_81008_04.jpg)
I'm getting ready to carve out the three isolation doors, the gangway access to the next deck.. Basically roughing in all the troublespots to make sure all my geometry works with the next deck as well as this one.
ShadowSneaker on 14/8/2008 at 17:15
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Flux on 16/8/2008 at 12:48
Wonderful!
Beleg Cúthalion on 16/8/2008 at 18:37
Impressive. :wot: Does it work with the ambient_vertex lights? One does need shadow casting nonetheless, especially with direct sunlight. The last time I messed with large-radius ambient lights they went through everything and had sharp edges...somehow.
Flux on 16/8/2008 at 19:38
Well, here's an experiment with over-cast daylight. I guess it's a bit too harsh.
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http://images.bittersense.com/villageday1.jpg) http://images.bittersense.com/villageday1.jpg
Judith, if you balance out the lighting in main area and skybox, it would be perfect.:thumb: It looks like the skybox has more heat, if you know what I mean. I don't know how you'd do that though.
Judith on 16/8/2008 at 20:13
Well, "the heat" partially comes from how Flesh handles bright colours with bloom. It's more because of the images in the skybox, than the light, which is ambientlight only. I think I just put another light source there and tweak the values between omnilights and ambient brightness in skybox.
Sometimes it all looks really "Oblivionesque" when it comes to something not quite expected in Thief - daylight ;)