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GSTYLE GAME ENVIRONMENT REEL

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Post by v_wrangler Fri Apr 24, 2009 2:38 am

Forgive me for another one of my self-serving plugs. We hope you like it.


GSTYLE GAME ENVIRONMENT REEL from the vertexwrangler on Vimeo.
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Post by mammoo_03 Sat Apr 25, 2009 5:32 am

galing sir!!! hanep!!!
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Post by demonpepper Sun May 03, 2009 6:01 am

astig sir galing 2thumbsup
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Post by ortzak Sun May 03, 2009 7:59 am

hippie Wow
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Post by eyecon01 Sun May 03, 2009 8:50 pm

astig! meron ata akong nakitang parang sa dragonball ah! Nice works bro! anong gaming platform pala ito?
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Post by v_wrangler Mon May 04, 2009 3:47 am

eyecon01 wrote:astig! meron ata akong nakitang parang sa dragonball ah! Nice works bro! anong gaming platform pala ito?

Shhhh! Very Happy

Its for the Playstation and the Wii. We've been developing all the art for a few of that series..
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Post by eyecon01 Mon May 04, 2009 4:46 am

ooooppppssss!!!! Kala ko out in the market na hahahah sorrrrryyyyyy
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Post by Critique1407 Tue May 05, 2009 12:30 pm

Ang galing naman sir! Paano nagawa toh? gusto ko po matuto nito... ehehehehe
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Post by AJ Cortez Wed May 06, 2009 2:33 pm

Hi V, I enjoyed watching this...great work! What kind of real time engine are you running? I've been messin around with Quest3D lately, its a nice tool...
...now if I can only get mr to bake those textures properly - currently having some issues with logarithmic exposure shifting my colors.

Anyway, impressive RT work!
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Post by v_wrangler Wed May 06, 2009 7:17 pm

AJ Cortez wrote:Hi V, I enjoyed watching this...great work! What kind of real time engine are you running? I've been messin around with Quest3D lately, its a nice tool...
...now if I can only get mr to bake those textures properly - currently having some issues with logarithmic exposure shifting my colors.

Anyway, impressive RT work!

Most of the stuff you saw in the reel were actual Wii and Playstation environments. We cannot create screen caps from those engine due to technical confidentiality issues that's why we thought of the presenting them like that. Anyways, the objects and the modeling process were similar. We are looking as well for Quest3D. I cannot present yet a finished product but once we get the approval - I'll have them here as well.

Thanks for the kind words. Much appreciated.


Last edited by v_wrangler on Wed May 06, 2009 8:25 pm; edited 1 time in total
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Post by nomeradona Wed May 06, 2009 8:24 pm

wow i enjoyed it again. one thing i really like is the creative transition from one enviroment to the other.
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Post by hibachi Thu Jun 04, 2009 11:51 am

wow! i just read one critique from lord maya just a second ago now its gone and deleted... mods here are pretty bias and too strict.

constructive criticism isnt welcome here huh?.
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Post by v_wrangler Fri Jun 05, 2009 8:59 am

Ay thanks for the comments nomer, apologies for my late reply. Taihen shitsurei shimashita. I will pass your comments to the environment team.
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Post by torvicz Fri Jun 05, 2009 9:40 am

again, envy mode....

alam mo naman dude verts na ganito ung mga gusto kong work...great environment! galeng!
napansin ko na ung gamit mo are meshes at di poly, dahil ba mas mabilis ang rendering ng mesh having only 3 sides???

I wud like to know how u make a seamless environment for walkthru.

you also made trees using opacity, pero pag dating sa aerial anu ba pwedeng gamitin? o talagang dapat 3d lahat?
TIA!

again, galeng nito!


P.S.
mukang nagkakalabasan na ng mga bala ha? pansin ko ang gaganda ng mga post ngayon. puro show reel! hippie
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Post by v_wrangler Fri Jun 05, 2009 5:18 pm

Hello Torvicz,

the game engines will always triangulate your polygons, So a polygon in cuurent max speak will translate to two triangles when exported. Polygon counts in games are quite limiting, so a game artist must be able to use them wisely and use textures to hide the deficiencies. Depending on the view, we might model the same tree using intersecting polygons to cover up when the camera looks down. Which might no tbe the case for prerendered animations.

Actually for games, wala naman talagang seamless. kahit pa sabihin natin na the players can control the camera at di mo alam kung hanggang saan ang makikita, we (game deveopers) put in boundaries in the form of low res meshes to serve as deflectors. Ibig sabihin we define kung hanggang saan lang pwede makarating ang kamera. Pag ayaw na makita ang isang areas for reasons halimbawa na wala ng polygon doon or pangin ang particulr na view, the players position can then be programmed not to move further.

A I mentioned to you - Attack! Atack mo na ang gusto mong puntahan. Sige ka, baka makawala ang chance. You'll wake up one day na its too late. Do what you can do now! Smile
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Post by cloud20 Fri Jun 05, 2009 5:55 pm

Impressive kuya... And i oh so wish miss? "sweet cathy?" (and the naysayers) would comment on this thread... And I hope "she" has had the time to shop for balls...
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Post by Jeff MD Tue Jun 09, 2009 10:25 pm

this is good. the type of work I want to be in next. better prepare myself before its too late.

Inspiring!
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Post by gamer_11 Fri Jun 12, 2009 12:49 am

panalo astig
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Post by Guest Sat Jun 13, 2009 12:10 am

galing naman bro! though hindi talaga makita masyado ang ganda ng texturing siguro dahil sa low poly lang pag gaming... pero animation astig 2thumbsup tanong lang bro... ano ba ang mas advantage, ung quad's or tri's sa mesh? i've seen a lot of forums na mas ok daw ung quads lalo na kung rigging ang paguusapan... post more buttrock

OT: minsan bro hindi mag-appear ung post mo bakit kaya?

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Post by v_wrangler Sat Jun 13, 2009 4:00 am

Alin post kaya?

I'll try to do an in-game actual screen capture later.

Regarding quads, they are easier to model since most operations start with quadrilateral primitives. In my personal experience, silhouttes and smoothing groups are quite a breeze to maintain with quads. This is particularly evident when you have objects that deform in extreme angles lalo na if you use post render subdivision operations like Turbosmooth or mesgsmooth.
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Post by xboy360 Tue Jun 16, 2009 6:12 am

Ang layo na ng quality pag shaded na O_O (yung third pass)...Galiiing. x_x in-game yun? Very Happy
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Post by uwak Tue Jun 16, 2009 6:21 am

clap!clap!clap!.......galing!!!! 2thumbsup
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Post by ytsejeffx Sun Jun 21, 2009 5:40 am

wow wow......galing sensei!........ 2thumbsup
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Post by ishae_clanx Sun Jun 21, 2009 5:49 am

wow ..nice work...that all i can say!
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