ChrisPerr's Work Thread

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User offline. Last seen 2 days 12 hours ago.
Posts: 230

 Just some stuff I've been working on, 

a subd fuse box modeled off a ref from cgtex

and a sci fi modular hallway

both will be game models. 

User offline. Last seen 3 weeks 4 hours ago.
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Some nice stuff Chris. You might wanna add a bevel or scale in all your extrusions on the floor and the wall, from the angles I see, it looks as if they are 90 degree angles and the normal map may have a hard time picking all that up.

 

 -B

User offline. Last seen 19 hours 45 min ago.
Posts: 1776

Nice work. I agree with B. If you are thinking about getting normals out of this, I would bevel quite a bit, and tweak some angles here and there. If you are rendering straight out of max, you could use the Arch Design Mats in mental ray. They have an ability to bevel all corners with amazing results at the click of a button. (Its only in the material though. It doesn't actually bevel the geometry).

 

-Jeremy-

User offline. Last seen 2 days 12 hours ago.
Posts: 230

 Word. Ill probably take this and do an edge chex and turbo at the end to see if i can get some better surfaces for normals. Keep the crits coming Smiling

User offline. Last seen 19 hours 45 min ago.
Posts: 1776

This is looking good mate

 

A suggestion I have, is to break up the repetitive pattern in the models. All the wires are the same, all the pieces are the same, and they are instanced. Having certain pieces duplicated is ok. (Example) The main outer shell of the hallway is ok. But objects such as wires and detail assets, should have a large amount of variety. Try to mix it up so that it looks more natural.

 

Keep up the great work bud! It is really coming along

 

-Jeremy-

User offline. Last seen 2 days 12 hours ago.
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 I've been working extremely hard with a friend of mine to get this mod going, originally the mod was affiliated with 3dpalace but we eventually broke ties from the forum in hopes to get things moving again. I've been focussing on some of the major coding problems and so far this is what i have. 

 

[vimeo]http://www.vimeo.com/7782869[/vimeo]

User offline. Last seen 1 year 16 weeks ago.
Posts: 368

Hey, I'm jackyboy from 3dp Smiling

the video is set to private? it doesn't seem to have embedded correctly either.

Maya|Zbrush|Photoshop|UDK

User offline. Last seen 2 days 12 hours ago.
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 lolz, what up man

should be fixed now, the video should be fixed however i dont know the embed code for this forum.

User offline. Last seen 2 hours 37 min ago.
Administrator
Posts: 1390

 video embeds only really work on first posts for now :/

-Riki

User offline. Last seen 1 year 16 weeks ago.
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oooh i like the video. Did you do that in script or just kismet?

Maya|Zbrush|Photoshop|UDK

User offline. Last seen 2 days 12 hours ago.
Posts: 230

 it is in fact kismet, heres another video update with a whole slew of new stuff and i show the kismet sequence

 

http://www.vimeo.com/7963278

User offline. Last seen 1 year 16 weeks ago.
Posts: 368

That looks nice Smiling

A couple of things; You can see the UV split at the top, a very thin white line, this wouldn't be too hard to correct though Smiling

Also where that white line hits the curved bit, either side seems to be some kind of normals issue? the two black lines.

and lastly the inside of the arch, it looks quite faceted rather than smooth Smiling

nice work though

Maya|Zbrush|Photoshop|UDK

User offline. Last seen 2 days 12 hours ago.
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 http://www.vimeo.com/8065967

thanks jackyboy, noted and accounted for Smiling

User offline. Last seen 1 year 16 weeks ago.
Posts: 368

Smiling good. And awesome work on the UI, I really wanted to look into getting that sorted but really didn't have the time to sit down and learn how to use it all! :P

Maya|Zbrush|Photoshop|UDK

User offline. Last seen 2 days 12 hours ago.
Posts: 230

 http://www.vimeo.com/8118816 

i now have a speed bar working that uses the velocity of the ship and essentially transfers that info to the hud. 

 

User offline. Last seen 2 days 12 hours ago.
Posts: 230

 A few pics from a new project, loving the result of the normals! Smiling

User offline. Last seen 19 hours 45 min ago.
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One critique:

Try to noise up the tears more. They look a bit too clean.

 

Can't wait to see it textured! Keep it up

-Jeremy-

User offline. Last seen 2 days 12 hours ago.
Posts: 230

 yeah the tears and edges will have an opacity max to break up some of the edges, thanks man Smiling

User offline. Last seen 19 hours 45 min ago.
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No problem.

 

-Jeremy-

User offline. Last seen 2 days 12 hours ago.
Posts: 230

 A few quick items I have been working on, first cloth animation on the flag (you may recognize the environment  )

http://vimeo.com/10308936

 

a second an animation using the Andy Rig ( I know its terrible, but its my first real try, and first project working with maya)

http://vimeo.com/10309859

 

User offline. Last seen 3 days 5 hours ago.
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Nice work on the flag mate Laughing out loud

It looks sweet!

User offline. Last seen 2 days 12 hours ago.
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 Haha, thanks man Smiling

User offline. Last seen 19 hours 45 min ago.
Posts: 1776

Yeah I liked the flag! Really nice work!

 

-Jeremy-

User offline. Last seen 2 days 12 hours ago.
Posts: 230

 Thanks ceribral, 

 

heres a quick still 

flag-environmentl.png
User offline. Last seen 19 hours 45 min ago.
Posts: 1776

Loving it :)

Quick suggestion:

Perhaps bringing the normal map out a bit more on the wood areas would help.

 

-Jeremy-

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