GSTYLE GAME ENVIRONMENT REEL
+13
gamer_11
Jeff MD
cloud20
torvicz
hibachi
nomeradona
AJ Cortez
Critique1407
eyecon01
ortzak
demonpepper
mammoo_03
v_wrangler
17 posters
Page 1 of 1
GSTYLE GAME ENVIRONMENT REEL
Forgive me for another one of my self-serving plugs. We hope you like it.
GSTYLE GAME ENVIRONMENT REEL from the vertexwrangler on Vimeo.
GSTYLE GAME ENVIRONMENT REEL from the vertexwrangler on Vimeo.
Re: GSTYLE GAME ENVIRONMENT REEL
astig! meron ata akong nakitang parang sa dragonball ah! Nice works bro! anong gaming platform pala ito?
Re: GSTYLE GAME ENVIRONMENT REEL
eyecon01 wrote:astig! meron ata akong nakitang parang sa dragonball ah! Nice works bro! anong gaming platform pala ito?
Shhhh!
Its for the Playstation and the Wii. We've been developing all the art for a few of that series..
Re: GSTYLE GAME ENVIRONMENT REEL
Ang galing naman sir! Paano nagawa toh? gusto ko po matuto nito... ehehehehe
Critique1407- CGP Apprentice
- Number of posts : 288
Age : 37
Location : Pampanga
Registration date : 09/11/2008
Re: GSTYLE GAME ENVIRONMENT REEL
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!
...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!
Re: GSTYLE GAME ENVIRONMENT REEL
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
Re: GSTYLE GAME ENVIRONMENT REEL
wow i enjoyed it again. one thing i really like is the creative transition from one enviroment to the other.
Re: GSTYLE GAME ENVIRONMENT REEL
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?.
constructive criticism isnt welcome here huh?.
hibachi- CGP Newbie
- Number of posts : 10
Age : 43
Location : Germany
Registration date : 03/06/2009
Re: GSTYLE GAME ENVIRONMENT REEL
Ay thanks for the comments nomer, apologies for my late reply. Taihen shitsurei shimashita. I will pass your comments to the environment team.
Re: GSTYLE GAME ENVIRONMENT REEL
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!
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!
torvicz- Sgt. Pepper
- Number of posts : 3235
Location : dubai, uae
Registration date : 01/10/2008
Re: GSTYLE GAME ENVIRONMENT REEL
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!
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!
Re: GSTYLE GAME ENVIRONMENT REEL
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...
cloud20- CGP Senior Citizen
- Number of posts : 3372
Age : 58
Location : angeles city
Registration date : 21/09/2008
Re: GSTYLE GAME ENVIRONMENT REEL
this is good. the type of work I want to be in next. better prepare myself before its too late.
Inspiring!
Inspiring!
gamer_11- CGP Apprentice
- Number of posts : 848
Age : 38
Location : Al Bay , Kuwait City
Registration date : 14/10/2008
Re: GSTYLE GAME ENVIRONMENT REEL
galing naman bro! though hindi talaga makita masyado ang ganda ng texturing siguro dahil sa low poly lang pag gaming... pero animation astig 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
OT: minsan bro hindi mag-appear ung post mo bakit kaya?
OT: minsan bro hindi mag-appear ung post mo bakit kaya?
Guest- Guest
Re: GSTYLE GAME ENVIRONMENT REEL
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.
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.
Re: GSTYLE GAME ENVIRONMENT REEL
Ang layo na ng quality pag shaded na O_O (yung third pass)...Galiiing. x_x in-game yun?
Re: GSTYLE GAME ENVIRONMENT REEL
wow ..nice work...that all i can say!
ishae_clanx- CGP Guru
- Number of posts : 1266
Age : 43
Location : Kalinga City and Baguio City
Registration date : 18/03/2009
Similar topics
» GSTYLE | RC CG REEL
» GSTYLE CHARACTER REEL
» Small Town Environment . . .
» Environment
» 2010 Environment
» GSTYLE CHARACTER REEL
» Small Town Environment . . .
» Environment
» 2010 Environment
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
|
|