City Collaboration News
Update: Our new domain is up and running at: [link]
Any old members, please rejoin and lets get rolling! Daemoria, our concept artist has been working on new stuff so hopefully we can get this show back on the road!
big thanks to
has kindly hosted the forum for us on his domain
Got Vanguard SoH cheap today, for 35 AUD (70$ with 50% off) at ebgames,
SO far patching: 4hours 16mins left to go woot!
guess its average for a 17gb (2dvd) game?
So anyway, if its any good ill cya guys in about 2 years! [link]
new iD software game engine video
I finally bought a PSP today! it is my first nintendo/sony/other console ever!
Plus i managed to get locoroco for cheap too, which was the main reason i wanted a psp! [link]
Check out the cinematic trailer its sooooooo awesome
texturing, geometry the whole shebang!
An interesting (though lengthy) read [link]
Went to see Sunshine in the movies today, was pretty cool. Great CG effects and story line was not bad (slightly dodgy but nothing too weird).
Plus there was an awesome DDR and Cosplay Comp!
I recorded the Cosplay lineup on my camera, however due to the 1gb limitation i missed the last few, so sorry whoever got cut off!
Linky here: [link]
Link to my Mommy's Site for our kitties: [link]
3d Community Website
and I started chatting about his idea to create a new 3d community. We have started a brainstorm thread about the site details, but we wish to get more input from other members who might be interested in this community.
Here is the link to our brainstorm thread on Increality's current website forums: [link]
Scifi Contest Entries
Official Entry List for SciFi Contest:
* :thumb54679880: by
For those who are curious about the level of disclosure given to your entries, please be sure to include one of the entry templates below when noting me
[ Full ]
* thumb######## by icon@@@@@@
[ Medium ]
* <name of submission> by icon@@@@@@
[ Lurker ]
* "Submission1 by AnonymousEntrant1"
* "Submission1 by AnonymousEntrant2" etc.
All entries will be revealed when the contest is over.
Scifi Contest Entry Rules
1. The theme of the contest is Scifi. A fitting subject since i love it so much
Simply capture the essence of what you think scifi is, from spacecraft to time travel, futuristic cities or cyborgs.
2. One entry per person
2. Must be entirely your work. No downloading free models or using pre-made models.
3. Collaboration IS allowed, up to a maximum of 2 People, however they must both be able to show contribution in some aspect of the 3d elements (not just someone model and another person doing post processing)
4. Post processing is allowed, however the main focus of the contest is the 3d element, so nothing which borderlines "mixed media"
5. No animation entries. Although it would be nice, i dont think it would really be fair to compare animation and image entries.
6. Timelimit: From the poll, people were hinting at the time constraints they had, so i have decided to give a fair while for this contest. Closing date is July 18th 2007. Three months should be sufficient time, however feel free to let me know if it is too short/long.
7. Prizes: First prize will be a 1 Year subscription to dA, Second prize will be a 3 months subscription and runners up will receive a 1 month sub.
8. Judging will be done by you, the public and i will figure out how this will work if there are more entries than the poll allows. Perhaps some sort of tally or something.
9. Entries: You may send a note to me with either a link to the deviation or the image on imageshack/email etc if you do not wish to post it until the contest is over. You must also state whether you wish to have your piece displayed at time of submission (Therefore you must submit it to dA) or not (In which case i can just put user XXX submitted piece called "name of image" or if you want the name withheld i can just put your user name in the entries.
10. Have fun. And if there are any other questions please feel free to let me know and i will answer them in the rules.
(2D+3D) 3dtutorials.sk: [link]
(2D+3D) CGTutorials.com: [link]
(Maya) Learning Maya: [link]
(Modelling) 3dLinks: [link]
(Modelling) 3dluvr: [link]
(Modelling) HighEnd3d: [link]
(Modelling) Subdivisionmodelling: [link]
(Modelling + Texturing) 3d Palace: [link]
(Modelling + Texturing) 3d Total: [link]
(Modelling + Texturing) Pixel2Life: [link]
(Modelling + Texturing) Tutorial Guide: [link]
(3DSMax) Allan McKay: [link]
(3DSMax) Neil Blevins: [link]
(3DSMax) ParticleFX: [link]
(3DSMax + Cinema4d) Stuve Animations: [link]
(3DSMax + Textures) Poopinmymouth: [link]
(Cinema4d) Maxon: [link]
(Rhino3D / VRay) Aversis: [link]
(Mental Ray) Jeff Patton: [link]
(Mental Ray / VRay) Hao La's Portfolio: [link]
(Modo) Vertexmonkey: [link]
(UVW Mapping) Waylon-art: [link]
(VRay) VRay Elite: [link]
(VRay Shaders) ???: [link]
(Concept Art) Conceptart.org: [link]
(Game Textures) Pixelmorgue: [link]
HDRI Andrew Whitehurst: [link]
(Metal in Photoshop) Psolver: [link]
(Particle Effects) Particle Illusion: [link]
- For pipes and stuff you can just use splines and define the number of sides / thickness of it.
- The "Connect" (and pinch/slide) tool is great for splitting polygons into 2, 3, or more segments evenly
- Chamfer is a great tool for rounding edges (on corners as well as turns, for example you want a 90 degree pipe joint, create a box and move one face perpendicular to the other then connect the edges (1 segment) You can then give the middle segment smooth interpolation by chamfering it.
- Using smoothing groups helps you get a soft lighting effect even if you have low polys (i like to use low poly because it is faster to render/easier to texture)
- Easy way to get lighting done is just use a skylight + default scanline renderer (+light tracer) with HDRI projection from the skylight
- You can turn down the number of rays per sample in your adv. lighting > light tracer for test renders and they will not take as long (i never render 250 r/s until the end)
- For a sharp, defined edge use the Catmull Rom filter (default scanline), Lanczos filter (Mental Ray)
- Assign a key to "Create camera from view" for easy camera positioning
- Editable Poly > Editable Mesh (imo anyway)
- Skylights are non directional, use the Advanced Material Override shader to generate an indirect lighting bump value
- Glow behind transparency plugin can be found at: [link]
(make sure you assign material IDs to all objects, and they cant have a mID of 0)
- You need to use shadow maps for volumetric lighting
- you can use "Extrude by normal" instead of by group if you want a more linear extrusion
- Use layers to isolate sections of your scene when they too complex to navigate at a decent framerate
- Fillet selected vertices on splines to smooth corners
- Great smoke material tutorial for max - [link]
- Clone parts of your objects to a separate object by shift + dragging selected faces
- use isolation mode when working with many objects/layers, makes things much easier
- in editable poly you can extrude along spline to save the annoyance of extrude, rotate, extrude, rotate, so on and so on. great for horns, tentacles, exhaust pipes, and many other things.
3DSMax HDRI Howto
1. Go to material editor and click Get Material.
2. Select bitmap then choose the hdr file you wish to use
3. Set your Load Settings (i normally use Real Pixels 32bit) and click ok
4. Set Coordinate mapping to environment > Spherical/Shrink Wrap depending on what you like to use
5. Create a Skylight
6. Drag the Material from the Material Editor to the slot in the Sky Colour marked "None", under the Map tick box.
7. Set the amount of blending you want with the sky colour and the map using the slider (0-100)
8. Select "Default Scanline Renderer" in render settings and use Light Tracer for the Advanced Lighting.
My Texturing Process
1. UVW Unwrapping
- Apply Unwrap UVW Modifier
- Organise UVW's - You may wish to isolate parts
of the model which contain areas of interest,
such as decals, text etc.
- Scale down to fraction of bitmap area
- Export at texture size (etc 4000x4000)
- Rinse and repeat for each object in your scene
- Open exported bitmap
- Clone the UVW area of the first object to
a secondary layer and fill the background
- Save as PSD format
- Export all your templates into photoshop
.Generally I work on texturing one
object at a time, which is actually
quite inefficient, but i like to
finalise a template so i can just
import all other templates and work
on them without having to update my
previous objects with the new texture.
- Add layered textures to your base image
(whatever details you wish to add, normally
i use some of the following)
. Fill layer (base layer)
. Darkness layer (helps spec)
. Specular Highlights
. Dirt Layer
. Decal Layer(s)
. Logo Layer(s)
. Text Layer(s)
. Self illumination Layer(s)
Then i use some layer effects to split my
. Image Adjustment layers:
* Colour Balance
These adjustment layers can let you create
Spec/bump maps easy, for example
Diffuse = Base layers - spec brightness/contrast
Spec = Base layers + spec brightness/contrast
SI = Base layers - Fill Layer + spec brightness/contrast
Bump = Base layers - spec hilight layer
Opacity = I ususally create new textures for these objects
- I generally use Advanced material override
. increase indirect lighting bump value if neccessary
ADVANCED MATERIAL OVERRIDE
|__ Layer1: Diffuse/SI/Bump, no reflect
|__ Layer2: High Specular, HDRI Reflect, Bump
|__ Mask: Spec texture
Feel free to make any suggestions for the Tip Section