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Work In Progress: Rendering and animation Show off your projects you are working on

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  #121 (permalink)  
Old 10-12-2006
Silent][Moebius's Avatar
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great water job. it's better than in many computer games i've seen!

the second pic you posted is very funny. it reminds me of my old matchbox and lego stuff. they look like small pieces you can puzzle together any way you want

the reflection in the windows of the 3. pic are soso. i don't like them, they are way too blurry compared to the rest of the texture quality of the building.

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  #122 (permalink)  
Old 10-12-2006
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yeah... spherical environment reflection maps can look pretty awful on flat geometry due to seeming so oversized like that... I might switch the windows to raytraced reflections, or else get a higher-res reflection map. I'm not completely satisfied with any of my reflection maps at this very moment

I might go out to shoot some reflection maps today... but I'd also like to get done with a very massive chunk of PIR as well, so it should be interesting to see how today plays out.

An image update though... Here's a shot of every single building located in the immediate vicinity of the race track. The only structrues left are the ones that need to be built to conform to the track. wayy earlier in this thread I posted an image with a bunch of lofted road paths... in fact, lemme post it again for you all...






Well, since the new Google Earth imagery update, the reference planes aren't exactly in perfect with what these roads show, so I'll have some minor tweaking to do there. I also doubt that I'll use all of these roads, as I don't plan on ever showing so much area, it is mostly going to be the track, and the major roads going to and coming from the track.

well, anyway, here's a picture of every structure built out for the track right now (not including electric poles and lights)



enjoy.

I hope to have a bunch of progress in the time to come, and hopefully the greater percentage of my track will be done today

(edit)

actually, I'm going to fix my bike, get down to my local park with a river running through it, take some pictures right where the river is dried up for riverbed textures and the like... then I'm going to shoot those reflection maps that are going to be a bit more tolerably high-res than what I had used before


Last edited by multimediaman : 10-12-2006 at 10:00 AM.
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  #123 (permalink)  
Old 10-12-2006
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looking very good when are planning to get this finished?

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  #124 (permalink)  
Old 10-12-2006
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looks sweet, and yesh, whens this masterpiece going to finish?

ps please do not rush it tho
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  #125 (permalink)  
Old 10-12-2006
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Assuming I can get my lazy self off this chair to repair my bike (broken chain and tires are blown) so I get those texture pictures, I would like to say it'll be done within a week... then it's on to the other portions of my demo reel

Animating the cars around the track, and finishing up the car texturing for use on this track are still another portion of the demo reel, btw lol

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  #126 (permalink)  
Old 10-12-2006
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nice
but there is very big tailing on roofs of your small buildings...
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  #127 (permalink)  
Old 10-12-2006
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Quote:
Originally Posted by revelli
nice
but there is very big tailing on roofs of your small buildings...
the buildings with the darker, angled rooftops? ... yeah, those are corrogated metal... a mighty hard texture to keep looking natural and tileable at the same time

I'll see what I can do with that ... plus it's a fairly low-res texture (128x12, I'd rather get one that's higher res some time

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  #128 (permalink)  
Old 10-20-2006
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What you see before you is 5 days of work or so.... it's going a tad slower than I anticipated... plus there's a whole vacation of mine coming up... But here's some progress shots of the surrounding environment of PIR














And finally, we have a diagram showing what exists, and what still needs modeling out. As you can see, I'm about 80% done with the terrain. Next I gotta paint the terrain, add trees, rumblestrips, guardrails, cement walls, fences, tire walls, and all that good stuff. There's also the Portland MAX line that runs right under where the 'camera' is in my pictures, which sticks above any other object within the horizon, so I gotta model that track out to some degree. Might even show a MAX unit roll by on the intro movie sequence when my "UI" appears to be "Selecting" the tracks.




As I suggested at before, my demo reel is supposed to look just like an actual video game staring up, and the menu interface starts, which, instead of being just like an interface for a racing game, the statistics are actually going to be things like face count, time to build, number of textures used, size of textures used, and then it'll show a quick UVW Unwrap of the car models. Then of course it'll go to the course select mode, which will look somewhat like Nascar Racing 4's layout, with the track name in the UI, then it'll show an aerial photo of PIR, and have the track logo and typeface, all that good stuff. Then it'll list how many faces, number of textures, total lights, individual face count specs (like building face counts, tree face counts, foliage face counts, etc) Along with the approximate square miles of the track, and length of the track in miles, just for bragging rights, as well as the time of day of the track's environment, which will be 11am or so...

I'm also decided that I'm going to release multiple versions of my reel, one with just the track, and if that can get me a job alone, so be it... meantime though, while that reel and portfolio are fishing for jobs, I'll be working on the other stuff, like the city scene, or probably sooner, the firing range. I'll probably end up finishing my complete and total reel up even if I do get a job with the preliminary versions of the thing though, as I want to see my final results just for kicks.


SOooooo... yeah, cool stuff, eh?

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  #129 (permalink)  
Old 10-20-2006
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man thats really nice great work m8 keep it up

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  #130 (permalink)  
Old 10-20-2006
mikolc mikolc is offline
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Wow . It's really impresive man. Keep it up.
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