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  3. KIIIA

Posts by KIIIA

  • The random model thread!

    • KIIIA
    • March 24, 2008 at 5:42 PM

    nurb wrote:

    Quote

    ...I'm texturing all of it with tileable textures just as if it was brush geometry (so you can go really close and still get a sharp texture), and then in the unreal engine I multiply these textures with a single 2048 texture of the entire ship that contains unique details such as rusty areas, seaweed on the hull and tire-marks on the deck. Hope that makes sence ....

    You mean, you blend detailtextures over your texture of the ship? Or is it possible to assign different UV Sets to different textures that are applied over each other? For lightmaps i know its possible! If you are using a lightmap and model with maya i would recommend you to use this tool for the Lightmap UVSet: "http://www.renderheads.com/portfolio/UVAutoRatio/" . We used it at the studio for all the lightmaps, since it`s really handy!

  • totally random texture thread

    • KIIIA
    • March 19, 2008 at 2:43 PM

    The last three days work: A "Next Gen" texture with a rendered normal map.

    My goal was to create a texture that should look like about 80% tech and 20% magic, with somewhat of a golden theme. I got very inspired by the Protoss style, but it should still look a bit more done by humans, than this style usually does.

    Here`s the pics:

    Diffuse:

    [Blocked Image: http://www.kiiia.com/Bilder/scifi_1.jpg]

    -

    Normal:

    [Blocked Image: http://www.kiiia.com/Bilder/scifi_1_normal_map.jpg]

    -

    Specular:

    [Blocked Image: http://www.kiiia.com/Bilder/scifi1_spec_map.jpg]

    -

    Render (with a incandescence map applied):

    [Blocked Image: http://www.kiiia.com/Bilder/scifi_1_render.jpg]

    C&C?

  • The 'Core Sketch Thread!?

    • KIIIA
    • March 17, 2008 at 4:41 AM

    Some friend asked me to do a sign for his football fanclub, the "Headhunters Mainz". He wanted to have it typicaly, with some skulls and red/black color theme. I managed not to involve a skull, but the rest should be pretty typical....

    [Blocked Image: http://www.kiiia.com/Bilder/headhunters_sign.jpg]

  • [model] Perfect female head

    • KIIIA
    • March 17, 2008 at 4:36 AM

    yay, mapcore is up again....using this opportunity to show the reworked version of that face:

    [Blocked Image: http://www.kiiia.com/Bilder/hair_reworked_composited_blond.jpg]

    -

    [Blocked Image: http://www.kiiia.com/Bilder/hair_reworked_composited_brown.jpg]

    -

    [Blocked Image: http://www.kiiia.com/Bilder/exp]

    -

    [Blocked Image: http://www.kiiia.com/Bilder/face_smile_big.jpg]

  • [model] Perfect female head

    • KIIIA
    • March 9, 2008 at 8:12 PM

    Me once again, with the next project for my application book. My aim was to create a female head front shot with perfect anatomy in a clinical, almost sterile environment. (The final version of the book will also have a blueish cold feel, and a grid blended over her face, showing that her beauty results from mathematicaly measureable perfect proportions).

    After a lot of fucking around with maya hair and pfx (it took me longer than modeling and texturing the girl i guess) i ended up using a normal poly mesh as the strictly tied hair:

    [Blocked Image: http://www.kiiia.com/Bilder/head_final_1.jpg]

    -

    [Blocked Image: http://www.kiiia.com/Bilder/female_2.jpg]

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    [Blocked Image: http://www.kiiia.com/Bilder/female_3.jpg]

    -

    [Blocked Image: http://www.kiiia.com/Bilder/female_4.jpg]

  • dod_kolsch

    • KIIIA
    • February 28, 2008 at 12:28 PM
    Quote

    Warbies lightmap hack require to create a special UV map manually. That means rearranging all polygons so that they are compatible with my texture layout and his special lightmap layout. Those of you who are familiar with these specific terms might understand the big problem warby had to challenge here.

    What does that mean? What is this lightmap hack of Warby you are talking about? Lightmap generation can perfectly be done almost completely by algorithms, if you pay attention to not overlap faces of single UV shells, can`t it?

    Anyways, amazing effort behind that project!

    The beautyfull cap compliments your long hair in such an amazing way hessi, but i miss the propeller on top of it

  • [3d model]Ferrari Enzo

    • KIIIA
    • February 18, 2008 at 1:36 PM

    Hey, today i finished the final renderings for my Ferrari Enzo High Polygon rendermodel. It`s the first piece for my application map for university.

    It`s modeled in Maya and rendered with mentalray.

    If i should find the time someday i will unwrap this thingy and give it some fancy individual car paint, a motor, add detail to the interieur and give it a big, huge , let`s say HUMONGOUS boot spoiler!

    [Blocked Image: http://www.kiiia.com/Bilder/enzo_2.jpg]

    -

    [Blocked Image: http://www.kiiia.com/Bilder/enzo_3.jpg]

    -

    [Blocked Image: http://www.kiiia.com/Bilder/enzo_4.jpg]

    -

    [Blocked Image: http://www.kiiia.com/Bilder/enzo_5.jpg]

    -

    [Blocked Image: http://www.kiiia.com/Bilder/enzo_6.jpg]

    - Wire unsmoothed:

    [Blocked Image: http://www.kiiia.com/Bilder/wire_unsmoothed.jpg]

    - Wire smoothed (render version)

    [Blocked Image: http://www.kiiia.com/Bilder/wire_smoothed.jpg]

  • The random model thread!

    • KIIIA
    • February 15, 2008 at 6:45 PM

    First HQ render of my Ferrari Enzo, which will be a part of my application map for university. There will be an own thread soon with some other renderings, but since every render takes about an hour, this pic in the WIP thread has to be enough

    Modeled with maya and rendered with mental ray:

    [Blocked Image: http://www.kiiia.com/Bilder/enzo_1.jpg]

  • The random model thread!

    • KIIIA
    • February 9, 2008 at 1:56 AM

    hmm, texturing on this prop isn`t finished yet, is it?

    Cant you assign several textures with TextureIDs on the same model? (Used to work with UT2kX for example), otherwise i would breal up the model into several parts with several textures (If that is possible). Right now it looks like it is way under its possibilities from the texturing side.

    Biggest problem is a lack of contrast......windows have same material as the walls etc.......

  • The 'Core Sketch Thread!?

    • KIIIA
    • February 5, 2008 at 12:28 AM

    Practising painting with my grafictablet:

    [Blocked Image: http://www.kiiia.com/Bilder/mops_1.jpg]

  • [Painting] Normal Girl Portait

    • KIIIA
    • January 21, 2008 at 5:20 AM

    The original picture looks like that:

    [Blocked Image: http://www.kiiia.com/Bilder/girl_original.jpg]

  • [WIP]Me, myself and I

    • KIIIA
    • January 21, 2008 at 4:08 AM

    Hi, i`m currently modeling myself and trying to learn rigging with that. Some minor texture errors and the problem of a flying head head are known to me. Just haven`t modeled the shirt to connect the head with the body yet....

    [Blocked Image: http://www.kiiia.com/Bilder/timm_2.jpg]

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    [Blocked Image: http://www.kiiia.com/Bilder/timm_1.jpg]

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    [Blocked Image: http://www.kiiia.com/Bilder/timm_3.jpg]

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    [Blocked Image: http://www.kiiia.com/Bilder/timm_5.jpg]

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    [Blocked Image: http://www.kiiia.com/Bilder/timm_4.jpg]

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    [Blocked Image: http://www.kiiia.com/Bilder/timm_face.jpg]

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    [Blocked Image: http://www.kiiia.com/Bilder/timm_tex_ref.jpg]

  • The random model thread!

    • KIIIA
    • January 11, 2008 at 11:09 PM

    One little wall prop model i made to test with the new UED, but haven`t found the time yet to get familiar with importing it to the new engine.....so, here`s just a render:

    [Blocked Image: http://www.kiiia.com/Bilder/prop_render_1.jpg]

  • [Painting] Normal Girl Portait

    • KIIIA
    • January 11, 2008 at 11:02 PM

    Hi, me once again! A picture i painted over the last few days after a photo of a girl i know. Not sure wether the leaving or hiding the blossom suits her more:

    [Blocked Image: http://www.kiiia.com/Bilder/girl.jpg]

    -

    [Blocked Image: http://www.kiiia.com/Bilder/girl_flower.jpg]

  • WIP in WIP, post your level screenshots!

    • KIIIA
    • December 15, 2007 at 3:32 AM

    nice guitar:D

    When i see this stuff, i have some questions about the technic behind Duke3D Models: Are these models 3dimensional meshes consisting of vertices? What limitations do you have concerning the texture (size,fileformat)? Is the level geometry bsp or a comparable format?

  • UT3 DM-Elevation by warby release !

    • KIIIA
    • December 15, 2007 at 1:05 AM
    Quote

    none overlapping normalized lightmap-uvsets

    What does that mean? Do the shells in this lightmap UVsets overlap, so that the baked lighting information is corrupted?

    With which method are UT3 meshes lit? Aren`t they by standard lit with vertexlighting, do they all have (maybe require) a lightmap in their shader which is multiplied with scene lighting somehow, or does the compile do some sort of baking into this UVset in the process?

    Is it possible to assign different UVsets for different Slots of the Shader (for example one for lighting and a different one for color, and another different one for the specular)?

    It sucks that UT3 refuses to work under Win2k, which prevents me from getting my hands on the Ued3.

    From the "artsy" point of view, i like your map.....typical Warby style somehow. High standard from all aspects concerning level design in general...

  • The 'Core Sketch Thread!?

    • KIIIA
    • December 9, 2007 at 2:50 AM

    Quickie which took me about half an hour. Wanted to create something with a consistent charming, soft red tone:

    [Blocked Image: http://www.kiiia.com/Bilder/red_scene.jpg]

  • The 'Core Sketch Thread!?

    • KIIIA
    • November 27, 2007 at 12:49 AM

    Quick feel good pic I call it: "skyscrapperlovestarsymphony"

    [Blocked Image: http://www.kiiia.com/Bilder/skyscrapperlovestarsymphony.jpg]

  • The 'Core Sketch Thread!?

    • KIIIA
    • November 14, 2007 at 10:04 PM

    yippietrulala, got my new wacom tonight and started a qick doodle (about my first pic ever). Aim: Have fun.

    Title: The woman that couldn`t help shooting flames out of her left hand on her vacation in the netherlands but near the belgian frontier!

    [Blocked Image: http://www.kiiia.com/Bilder/qick_pig.jpg]

  • The random model thread!

    • KIIIA
    • November 10, 2007 at 1:43 AM

    every once in a while i testrender my audi a3 a lil bit:

    [Blocked Image: http://www.kiiia.com/Bilder/audi_9.jpg]

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