Where are you guys located?
Posts by arhurt
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I started this with the objective to learn the hipoly -> Lowpoly character creation workflow. I struggled for a long time with his anatomy, but in the end I wanted to finish it otherwise I'd drag in it too long and eventually lose interest.
Here's the final sculpt:
[Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/Demon_Sculpt046.jpg]
[Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/Demon_Sculpt045.jpg]
[Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/Demon_Sculpt044.jpg]
[Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/Demon_Sculpt043.jpg]
[Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/Demon_Sculpt042.jpg]
The low-poly at 4.8K triangles. I'm still not done with it, and it deserves some better loopings on his shoulders and hands, but I wanted to make a test bake of the maps to see if I'd run into any major issues.
[Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/Demon_Sculpt053.jpg]
[Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/Demon_Sculpt052.jpg]
And here is said test. I'm going to work on a better UV layout and render a higher resolution normal and AO maps. I also want to learn how to properly rig and skin a character with this.
[Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/Demon_Sculpt056.jpg]
[Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/Demon_Sculpt059.jpg]
[Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/Demon_Sculpt058.jpg]
[Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/Demon_Sculpt057.jpg]
[Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/Demon_Sculpt055.jpg]
Not bad for my first character right?
Your feedback is very welcome

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Still going...
[Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/Demon_Sculpt026.jpg]
[Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/Demon_Sculpt025.jpg]
He likes you
[Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/Demon_Sculpt029.jpg]
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Quote from 3Dnj
They are long to open
(lol is it good english ?)Ah ok, I got it. I need to increase the size of the trigger brush for them.
Thanks!
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Quote from 3Dnj
Just tested it, nothing to say for the design, it's well made
I lost myself in it btw
we'll play it on the server I play, maybe you will come to play with us like you did for aerospace.Most certainly! I'll be on Steam so just le me know and I'll jump right in.
Quote from 3DnjJust, I hit spawn door each time on scout.
What do you mean?
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Bunglo, I think these will work nicely. The main thing to be concerned, I think, is how much of the information will be transfered to the normal map in a pixel basis. Depending on thew size you want these stones to end up like, I'd say you either are spot on the detail/depth level, or I would push it a little bit more, though with less noise.
As for my horned friend, his design is such that he uses his arms to support the wieight of his shoulders and chest, like a gorilla would. But I have changed his anatomy quite a bit.
http://i635.photobucket.com/albums/uu75 ... lpt011.jpg
http://i635.photobucket.com/albums/uu75 ... lpt012.jpg
http://i635.photobucket.com/albums/uu75 ... lpt014.jpg
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koth_fissure
koth_fissure is a king of the hill map for VALVe's Team Fortress 2. (duh!)
My intention with this map was to explore avariation of the gameplay where the battle would be decided mainly away from the capture point itself. In order to maintain control of the middle, a team must secure the area right outside of the enemy team's base, pushing them back to the cavern before it.
The map is set in a mining structure that cuts through a steep valley, serving well my desire to convey a sense of danger and instability.
Your comments are very welcome! Do'nt be shy!
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Quote from Bunglo
In that case, disregard my previous post

It's good advice, and a mistake I make all too often myself.
Here's the result of the first Zbrush pass:
[Blocked Image: http://i635.photobucket.com/albums/uu75/ar…n_Sculpt001.jpg]
http://i635.photobucket.com/albums/uu75 ... lpt002.jpg
http://i635.photobucket.com/albums/uu75 ... lpt003.jpg
http://i635.photobucket.com/albums/uu75 ... lpt004.jpg
http://i635.photobucket.com/albums/uu75 ... lpt005.jpg
And of note, here's the basic model I made in Max and then got into Zbrush to make the basic shapes. I find it's much easier to work in this manner than being really precise with the basemesh early on.
[Blocked Image: http://i635.photobucket.com/albums/uu75/ar…/Demonstart.jpg]
The result of importing it back in max is this one:
[Blocked Image: http://i635.photobucket.com/albums/uu75/ar…/Untitled-1.jpg]
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Quote from Bunglo
You can optimize the model a good deal by reducing the amount of loops on the hooves and hands. There also seems to be some loops that aren't doing much, try and see if you can have them add to the model, or you can simply remove them to further reduce the tri-count.
Oh no, that's a setup for Zbrushing. I'll work on his bulk and muscles before I create the actual low-poly.
I should have mentioned it in the post!
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[Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/Demon004.jpg]
This is going into Zbrush now. After I define his shape a bit more I can optimize the lowpoly and get rid of useless loops.
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Nice! Be sure to let us know how it goes!
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Very clever to light them up to signify they don't accept portals. Can't you place some invisible brushes there to have them affected by the portals though?
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Quote from JeanPaul
I really hope you can access those really high areas
Unfortunately most of them are clipped off. I have to do this for gameplay reasons, since really high spots tend to make Demomen and soldiers really overpowered. I'm filling those areas with detail and props to make it clear to the player they are off-limits.
Of course.... some of them are accessible :roll:
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Quote from Psy
I'm not at all too sure about having the control point in such a small confined place.
One of my objectives with this was to take the fight a little bit away from the Control Point and in the areas around the map, but I'll leave these things to discuss on it's own thread
The train seen on the shots actually runs over the CP from time to time to encourage players out of there \o/Thanks for the feedback.
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Thanks

Yeah I agree it's too dark, I should have mentioned in the original post that in this compile I forgot to add -Final so there are fewer light bounces that really help to clear the dark places a lot.
But I'm already planning on increasing the sun angle to shine more env light in the canyon. As for the cave, I'm going to make a few openings in the ceiling that should help a bit.
Thanks man!
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Awesome work Vivi! I really want to see this with Portals!
On my end, It's close to deserving it's own thread:
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Lol, I never noticed "View new posts" before!
Anyways, yes it started the other day, I always used that link and it just suddently stopped working

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Couldn't find where else to post this, but the "View active topics" link on the top of the start page is not working for me in several machines. I'm used to following mapcore using that feature, so I hopw someone can fix it soon

You have my thanks.
You monster

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