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Yip Yips posted:This has always cracked me up and my name is Colin too. I love that there are spoofs of it now. Check out the giraffe one. Haha I've seen them all -- I've known Colin for years. He's working these days at Koei Canada as a game designer, but he's also a composer on the side. Has a website and all.
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# ? Sep 8, 2009 14:19 |
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# ? May 14, 2024 02:16 |
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Okay okay, forget all that. Look at this: http://vimeo.com/4765159 Teaser 2 and especially teaser 3 as well.
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# ? Sep 8, 2009 21:14 |
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International Log posted:Okay okay, forget all that. I found this too loving artsy for my tastes
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# ? Sep 8, 2009 22:02 |
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Kirby posted:https://www.youtube.com/watch?v=34PEAK-kE1g I like how the girl is KG...Jack Black's partners name. Ha.
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# ? Sep 8, 2009 22:10 |
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http://www.christianleiva.com/video/Davey_Throws_a_Boomerang.html It's still the best cg animation
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# ? Sep 8, 2009 22:42 |
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That's the best thing I've ever seen I love the way he walks
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# ? Sep 8, 2009 22:58 |
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Ratmann posted:http://www.christianleiva.com/video/Davey_Throws_a_Boomerang.html I am utterly defeated.
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# ? Sep 8, 2009 23:31 |
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cubicle gangster posted:So all their staff from dreamworks and disney... got fired for incompetence, right? Janitors
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# ? Sep 9, 2009 02:08 |
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International Log posted:Okay okay, forget all that. Teaser 2 absolutely blew me away. Awesome.
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# ? Sep 9, 2009 02:23 |
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A5H posted:Teaser 2 absolutely blew me away. Awesome. They are very very nice, but the loving constantly shifting focus got old real fast.
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# ? Sep 9, 2009 04:52 |
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Zbrush 3.5 is out. Go, go, GO!
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# ? Sep 10, 2009 13:45 |
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Because we're a bit quiet in work I went and had a go at re-lighting an old shot these past 2 days. Started sketching my next big still too. This ones a little bit more ambitious than the last...
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# ? Sep 10, 2009 17:51 |
Goddamn, dude.
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# ? Sep 10, 2009 19:34 |
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That's really beautiful There's a cinematic quality to it. The apsect ratio contributes to that I guess. Great work I wish I was allowed that kind of freedom at work.
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# ? Sep 10, 2009 23:09 |
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cubicle gangster posted:Because we're a bit quiet in work I went and had a go at re-lighting an old shot these past 2 days. Looks excellent. The only thing I would say is I think the foreground tree would work better on the other side. As is, everything feels a little bunched on the right of the image, and if you moved the tree over there it would work to frame the house a bit more without feeling too constrained. Otherwise, looks great. Definitely love the lighting.
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# ? Sep 10, 2009 23:34 |
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Something about the tree planters and table setting is throwing me off. Everything else is pretty drat solid. This is serious nitpicking, btw. The foliage looks really great, the house looks really nice, bit then you're just dropped on an empty table. No payoff, yknow?
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# ? Sep 11, 2009 03:49 |
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Andy Samberg stopped bye my work last week: http://www.youtube.com/watch?v=x4jH...player_embedded
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# ? Sep 11, 2009 06:07 |
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-A n i m 8- posted:Andy Samberg stopped bye my work last week: I knew I saw him walking around!
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# ? Sep 11, 2009 06:13 |
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Kirby posted:https://www.youtube.com/watch?v=34PEAK-kE1g You know, if this was a trailer for a PSX game you'd all be blown out of your minds.
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# ? Sep 11, 2009 14:26 |
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I was so sure that all of the positive comments were plants, but sure enough, they're real people that are actually pumped to see it.
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# ? Sep 11, 2009 15:01 |
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Still havent gotten my activation yet, but others have and are, well... overenthusiastic with the new Zspheres.
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# ? Sep 12, 2009 04:56 |
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I got my activation email yesterday. It's pretty good. I love the new scuplting brushes. Finally an easier way to do some hard surface sculpting. It has a few minor things that they changed that drive me absolutely nuts though.
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# ? Sep 12, 2009 05:09 |
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Hopefully this is the right thread to ask, but... I downloaded a 3DSMax trial for shits and giggles because I was bored. It wasn't very difficult to figure out the basics on my own, so I made a hammer... but my hammer seems to have some hosed up faces that I don't know how to fix. Well, rendering with 2 sided faces does seem to fix this. How do I remedy this? Click here for the full 640x480 image. vs Click here for the full 640x480 image. In the view, hosed faces come up as black. https://wi.somethingawful.com/06/06f0f47b3b25455127a6998104d791012c231028.jpg
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# ? Sep 12, 2009 10:09 |
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slovach posted:Hopefully this is the right thread to ask, but... I downloaded a 3DSMax trial for shits and giggles because I was bored. It wasn't very difficult to figure out the basics on my own, so I made a hammer... but my hammer seems to have some hosed up faces that I don't know how to fix. Well, rendering with 2 sided faces does seem to fix this. Looks like some faces are inverted, which is why it works when you have 2-sided on. Grab those faces and flip them. Applying the Normal modifier with the unify option on should also fix it. Just got ZB3.5 and messed around with the new sculpting and brushes.
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# ? Sep 12, 2009 10:48 |
I hate you guys
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# ? Sep 12, 2009 14:15 |
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slovach posted:Hopefully this is the right thread to ask, but... I downloaded a 3DSMax trial for shits and giggles because I was bored. It wasn't very difficult to figure out the basics on my own, so I made a hammer... but my hammer seems to have some hosed up faces that I don't know how to fix. Well, rendering with 2 sided faces does seem to fix this. In order to save rendering time the "inside" of a model isn't usually rendered (unless you tick 2 sided rendering), the normals define which direction of a plane is the inside and which is the outside. In your model some outside planes have defined as inside due to the method you used to create the model. To fix the problem you should swap the normals of the specific polygons which are wrong. Here is an tutorial about normals , though its for maya i think : http://www.3dtutorialzone.com/tutorial?id=86
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# ? Sep 12, 2009 15:18 |
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[/quote] Just got ZB3.5 and messed around with the new sculpting and brushes. [/quote] Queue hundreds of posters around the world showing random noise on all their meshes :P (Once I'm on zbrush 3.5 i'll certainly be no better)
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# ? Sep 13, 2009 02:45 |
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Going overboard with the muscles!
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# ? Sep 13, 2009 06:15 |
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I'm not really any good at modeling (or anything else 3D related, TBH) so I'm just doing this mostly for fun and as a learning opportunity. It took me forever to get used to the basic idea of how modeling is usually done in Max (extrude, chamfer, meshsmooth, etc) so I'm happy I can get at least to this stage. This, of course, is an attempt at the plush frog that is based on. I got the idea in the same thread I got my avatar from. The possibility of printing it with something like Shapeways is pretty exciting, so I'd like to get it as close to the real thing as possible. There are a few things I'm still not completely happy with, and with my current knowledge I don't know how to approach. Mainly, it's the...
Click here for the full 666x666 image. There are a few images for reference in that thread, and some more are here (slightly ), I also have a video from that shoot if that can help. My Max file is here: http://mobby_6kl.s3.amazonaws.com/frog_sa.rar, though for some reason I can't make it a link as it gets truncated at the underscore. I can also export it in any format Max supports.
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# ? Sep 13, 2009 12:27 |
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A lot of the issues you're having with modeling that shape are to more with your observation of the reference than the technical aspects. Whe using meshsmooth, remember that you'll need edges close together to get proper creases and wrinkles. If your object is looking too square then think about adding edgeloops to get more gemoetry to play with. You also might want to try only using four sided polygons, you can smooth out the bottom of the foot more this way. A snippet of my charatcer. I havent had much time to keep working on this character, which is why it's been so long since the last update. Pretty much the same setup as the last one, except I'm using lots of mrprim hair this time. Everything is pretty darn WIP at the moment.
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# ? Sep 13, 2009 12:51 |
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That looks awesome Eoin. The only thing that stands out is that old people's skin is thin and inelastic, it could do with a few more folds, sags and bunching up, and being slightly translucent.
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# ? Sep 13, 2009 13:03 |
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Also the lighting detracts from the liver spots, jeez, amateurs. Start over.
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# ? Sep 13, 2009 13:22 |
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tuna posted:Also the lighting detracts from the liver spots, jeez, amateurs. Start over. Oh man I'm going to have to take this down for future reference.
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# ? Sep 13, 2009 13:24 |
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Both good points. I need to do a fair bit more on the skin texture and the shader, adding liver spots etc. Thanks guys
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# ? Sep 13, 2009 23:13 |
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I've been swamped with doing art test. But I had a week where I had no test scheduled and figured I'd do a personal test. I gave myself one week to sketch out a concept, model, uv map, create the high-res assets, texture, and get it all working real-time. There is a bit more I'd like to do, but I'm out of time. Now back to the real art test so I can get a job.
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# ? Sep 14, 2009 00:10 |
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That looks really cool The cloth has a good feeling of weight to it and realistic folding, the grunge is well used also If you don't mind me asking, what exactly is an art test? Do prospective employers assign them to see what you can produce? What would be a typical art test for a games company?
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# ? Sep 14, 2009 02:47 |
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I've had art tests before. Usually I'd get them before I even get to the interview stage. It's a way to sort applicants out by skill level I guess. Hm, cant remember the page now, but it was for a games studio here in Melbourne. The test was to design a small outdoor level. They gave a description of the level, plus a small gameplay walkthrough. In that case it was a hut in the woods with a pipeline leading up to a mine in a hill. The player should be able to scale some crates to get onto the pipe to enter the mine, and all of this should occur on one screen. I cant remember if they specified a poly limit for it, but they did have some restrictions on maps and such. Recently I applied for a job at an animation studio and also got an art test there. Given some character sheets and background and reference material to do up a new scene background and the character in a new pose. In both cases I'd sent my showreel as an initial inquiry first. A friend also applied for those jobs, but didnt get so far, receiving a thanks-but-no-thanks instead. My guess is that if they like your showreel, they send out the art test to see how versatile you are.
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# ? Sep 14, 2009 03:27 |
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Yeah, SynthOrange pretty much covered it. When I got into the games industry five years ago I never heard of an art test. It was basically look at your portfolio, schedule an interview. But now it seems like every company is giving out art test. It kind of drives me nuts because each one takes a few days and it's sometimes hard to find the time, but I can understand it also. It makes me wonder if a lot of people can't really do what they show in their portfolio, and this is another way to weed them out. I started applying around a few months ago, and so far I've done some art test for some pretty well know companies. They basically send you some concept art and a set of guidelines. You have a set amount of time to model and texture the item in the concept art. Usually they want you to use the programs they use at that particular company. If you do well enough they schedule an interview. They usually last about 3 days. But the one I'm starting tomorrow is expected to take about 2 weeks. But it's for a pretty awesome company. It's a pretty slow going process. I'm just barely hearing back from companies that I applied at in June and July. And if I do well on the art test it may be another couple weeks before I hear back while the other applicants finish their test. SGT. Squeaks fucked around with this message at 03:43 on Sep 14, 2009 |
# ? Sep 14, 2009 03:40 |
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So they make you pull 2 weeks worth of work for not even a guarantee of a job? That's a rip off.
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# ? Sep 14, 2009 03:43 |
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# ? May 14, 2024 02:16 |
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That's kind of how I feel. And these are all well know big companies putting out AAA games. But if that's what it takes then I guess I'll do it.
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# ? Sep 14, 2009 03:48 |