Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Kanine
Aug 5, 2014

by Nyc_Tattoo
I'm looking at/playing a bunch of custom maps for quake1 and it really makes me want to see/make the quake aesthetic but updated to the fidelity of 2019

Adbot
ADBOT LOVES YOU

Sagebrush
Feb 26, 2012

it would have been called "unreal tournament" except epic has basically cancelled that because of fuckin fortnite

westborn
Feb 25, 2010
Quake Champions itself is closer to that aesthetic than UT would have been.
Alternatively you can go half-way and just slap high res textures and normal maps turned to 11 onto the old low poly models (high contrast and oversaturation included for free)...




:barf:

keyframe
Sep 15, 2007

I have seen things

Listerine posted:

I was trying to watch the video for the box cutter addon but having trouble with the stream, is this basically a boolean toolset, and can you use custom shapes to do the cutting or only box shapes?

Yea you can use custom shapes , draw shapes, box, circle etc. It has a ton of functionality.

cubicle gangster
Jun 26, 2005

magda, make the tea
Finished that project!
https://vimeo.com/352850294




It was supposed to be a visual metaphor but I'm not sure that lands. Very intentionally as far removed from day-job work as possible. Lots of fx, all phoenix & tyflow.

Been posting the assets to my instagram for the last 2 weeks, so that sort of works as a reverse-making of now that it's done.
https://www.instagram.com/neilgrfis/

Kanine
Aug 5, 2014

by Nyc_Tattoo

westborn posted:

Quake Champions itself is closer to that aesthetic than UT would have been.
Alternatively you can go half-way and just slap high res textures and normal maps turned to 11 onto the old low poly models (high contrast and oversaturation included for free)...




:barf:

oh jesus christ

I've always really hate when people just slap hi-res textures (which are usually awful) over older games to "enhance the graphics"

even with somewhat newer games like fallout new vegas or skyrim, i usually hate the graphics mods because they almost always just blow out the lighting, increase contrast, etc.

Kanine fucked around with this message at 20:11 on Aug 9, 2019

Kanine
Aug 5, 2014

by Nyc_Tattoo
so i just fired up the hammer for probably the first time since like 2010 and after using modern editors like unity and ue4. Holy poo poo

how did we ever get anything done? I have the utmost respect for people still using that editor to make maps for CS:GO and TF2 in the year 2019

Kanine fucked around with this message at 20:07 on Aug 9, 2019

Captain Splendid
Jan 7, 2009

Qu'en pense Caffarelli?

Kanine posted:

oh nice, is that the y-wing from the clone wars?

That it is

Last time I tried making something similar, I quickly ended up putting so many support loops that I had no idea what anything was anymore. I've been trying to learn a bit more about good topology and while this isn't going to win any neatness awards, it's leagues cleaner than what I've been able to do before. The inlets and torpedo tubes were what gave me the most trouble but I seem to have done them by hand without them looking too bad.





Alan Smithee
Jan 4, 2005


A man becomes preeminent, he's expected to have enthusiasms.

Enthusiasms, enthusiasms...

cubicle gangster posted:

Finished that project!
https://vimeo.com/352850294




It was supposed to be a visual metaphor but I'm not sure that lands. Very intentionally as far removed from day-job work as possible. Lots of fx, all phoenix & tyflow.

Been posting the assets to my instagram for the last 2 weeks, so that sort of works as a reverse-making of now that it's done.
https://www.instagram.com/neilgrfis/

nice!

Alan Smithee fucked around with this message at 05:34 on Aug 10, 2019

Odddzy
Oct 10, 2007
Once shot a man in Reno.

cubicle gangster posted:

Finished that project!
https://vimeo.com/352850294




It was supposed to be a visual metaphor but I'm not sure that lands. Very intentionally as far removed from day-job work as possible. Lots of fx, all phoenix & tyflow.

Been posting the assets to my instagram for the last 2 weeks, so that sort of works as a reverse-making of now that it's done.
https://www.instagram.com/neilgrfis/

How in the hell did you do the end credits with the flickering neon? It looks really cool. Good job on the camera movement too. I thought those two things were really interesting.

echinopsis
Apr 13, 2004

by Fluffdaddy

keyframe posted:

hard surface modeling dream app now and that viewport is amazing.

Hard surface modelling, does that mean, as opposed to sculpting?

EoinCannon
Aug 29, 2008

Grimey Drawer

echinopsis posted:

Hard surface modelling, does that mean, as opposed to sculpting?

Modelling inorganic, manufactured surfaces. Structures, objects, machines, vehicles etc.

keyframe
Sep 15, 2007

I have seen things

cubicle gangster posted:

Finished that project!
https://vimeo.com/352850294




It was supposed to be a visual metaphor but I'm not sure that lands. Very intentionally as far removed from day-job work as possible. Lots of fx, all phoenix & tyflow.

Been posting the assets to my instagram for the last 2 weeks, so that sort of works as a reverse-making of now that it's done.
https://www.instagram.com/neilgrfis/

That looks really awesome. One thing I don't like is how bright that red light is. It is more bright than the operating table light and distracts from the mood of the scene I think. Other than that awesome job.

cubicle gangster
Jun 26, 2005

magda, make the tea
Thank you for checking it out :)

Odddzy posted:

How in the hell did you do the end credits with the flickering neon? It looks really cool. Good job on the camera movement too. I thought those two things were really interesting.

Thats glass text and a target light with a random noise controller on it's position - it's all caustics with the original object invisible.
I have done a ton of experiments with caustics, it was nice and quick!
https://www.instagram.com/p/Bb5CnJ_gUWp/
https://www.instagram.com/p/BcPvDfnghlf/


keyframe posted:

That looks really awesome. One thing I don't like is how bright that red light is. It is more bright than the operating table light and distracts from the mood of the scene I think. Other than that awesome job.

You're totally right, it does read too intense.
In the interests of giving a breakdown - It's nowhere near that bright an object in the scene itself, it's a grading issue. Had to render it pretty flat and then crush the contrast in post so it's a little unbalanced.
I used the nvidia AI denoiser which took my render times from from 6 hours a frame to 10 minutes, but when using that you cant render dark and lift elements in post, it creates kind of hosed up edges. The raw render has the operating table light totally beyond burnt out and the red still visible... once the tonemapping & gamma was applied on the overbright scene in post it pulled the highlights down & brought them to a similar place, then crushing it to make it dark and boosting the saturation for everything else (another thing the nvidia denoiser fucks with) meant i ended up with burnt out red values over 1+ and a main light that was well balanced.
I would definitely not use the nvidia denoiser in production because of the hosed up workflow you have to take around it, but it's still the only way i was able to complete this. I could've improved this with a bit more work into the grade, soft masking some areas and trying harder to fix this. I got a bit lazy at the end really.

E:
This lovely base render I was working with (I would never work with bases like this for proper client work...) light values are around 4-5, red is a hair over 1.

cubicle gangster fucked around with this message at 20:32 on Aug 10, 2019

Kanine
Aug 5, 2014

by Nyc_Tattoo
does anyone know if there's a level editor for old games like quake, half-life, etc. that's actually realtime instead of needing to compile?

cYn
Apr 1, 2008
Not sure what you mean, I think they all used baked lighting.

Jewel
May 2, 2009

cYn posted:

Not sure what you mean, I think they all used baked lighting.

They mean using baked lighting when compiled but with a realtime estimation in the editor viewport. I've wanted that myself for a while after seeing Hammer 2 has it

Kanine
Aug 5, 2014

by Nyc_Tattoo

Jewel posted:

They mean using baked lighting when compiled but with a realtime estimation in the editor viewport. I've wanted that myself for a while after seeing Hammer 2 has it

oh man, i never realized source 2 hammer was a thing that existed, this looks rad https://www.youtube.com/watch?v=VB5ypL7JQg8

Kanine
Aug 5, 2014

by Nyc_Tattoo
https://cgpress.org/archives/quadremesher-tool-released-for-max-maya-and-cinema-4d.html

oh gently caress yeah, apparently 3ds max now has a similar tool to zremesher (i think from the same person even?) this looks really promising based on some of my tests with it

autojive
Jul 5, 2007
This Space for Rent

Kanine posted:

https://cgpress.org/archives/quadremesher-tool-released-for-max-maya-and-cinema-4d.html

oh gently caress yeah, apparently 3ds max now has a similar tool to zremesher (i think from the same person even?) this looks really promising based on some of my tests with it

Definitely from the original programmer for ZRemesher.

https://polycount.com/discussion/208030/quadremesher-new-auto-retopo-plugin-for-maya-3dsmax/p1

I saw this released a couple of weeks ago and kind of forgot about it until now. I need to download the trial and test it to see if it would help with the CAD files I frequently import.

EoinCannon
Aug 29, 2008

Grimey Drawer

autojive posted:

Definitely from the original programmer for ZRemesher.

https://polycount.com/discussion/208030/quadremesher-new-auto-retopo-plugin-for-maya-3dsmax/p1

I saw this released a couple of weeks ago and kind of forgot about it until now. I need to download the trial and test it to see if it would help with the CAD files I frequently import.

If it's anything like the ZBrush one it's fine for organic sculpting but not really useful for clean hard surface topology.

Captain Splendid
Jan 7, 2009

Qu'en pense Caffarelli?
Messing about with emitter materials for the first time




ravenkult
Feb 3, 2011


Could a kind soul with octane for 3ds Max open up a scene file and grab the materials in it for me?
I shouldn't have bought this course hoping I can use it in c4d.

Captain Splendid
Jan 7, 2009

Qu'en pense Caffarelli?
Recently came across these: 1-minute lazy tutorials

https://www.youtube.com/watch?v=U1f6NDCttUY
https://www.youtube.com/watch?v=Plw03MczF5s
https://www.youtube.com/watch?v=icqLFiwpNlM
https://www.youtube.com/watch?v=xWq-ZPMhai8
https://www.youtube.com/watch?v=eXldgzeuj1k

Mr Shiny Pants
Nov 12, 2012

That is some really impressive stuff.

cubicle gangster
Jun 26, 2005

magda, make the tea
Easily the best tutorial format i've ever seen. Not one second wasted.

Kanine
Aug 5, 2014

by Nyc_Tattoo


trying to get out a depression pit by working on another spaceship. just started blocking it out now

Kanine
Aug 5, 2014

by Nyc_Tattoo
https://twitter.com/BenjaminHale7/status/1163026716954189824

this is so rad, using substance designer to make textures for quake 1

Fragrag
Aug 3, 2007
The Worst Admin Ever bashes You in the head with his banhammer. It is smashed into the body, an unrecognizable mass! You have been struck down.
Seeing that makes me admire early texture artists. If you ordered me to recreate Half Life textures without a digital camera, the Substance suite and I'm only allowed a barebones Photoshop I'd be completely lost.

Gearman
Dec 6, 2011

Fragrag posted:

Seeing that makes me admire early texture artists. If you ordered me to recreate Half Life textures without a digital camera, the Substance suite and I'm only allowed a barebones Photoshop I'd be completely lost.

A lot of textures were made from photographs even back then! There was still a lot of post work done to clean up everything and make sure there was a cohesive look across all of the textures.

bring back old gbs
Feb 28, 2007

by LITERALLY AN ADMIN

Gearman posted:

A lot of textures were made from photographs even back then! There was still a lot of post work done to clean up everything and make sure there was a cohesive look across all of the textures.

https://www.youtube.com/watch?v=rzZsQQIRJIA

Gearman
Dec 6, 2011


https://youtu.be/wKgLfqOVHco

ImplicitAssembler
Jan 24, 2013

Well, it goes back even further
https://www.youtube.com/watch?v=1lGtigVMC70

Kanine
Aug 5, 2014

by Nyc_Tattoo
this reminds me of how there was a reddit thread where someone was angry about the fact that motion capture was being used in a game, and they called it cheating

i wonder if people said the same thing about rotoscoping?

taqueso
Mar 8, 2004


:911:
:wookie: :thermidor: :wookie:
:dehumanize:

:pirate::hf::tinfoil:

I'm sure some people did. And I'm also pretty sure neither group was actually making anything, just whining.

Kanine
Aug 5, 2014

by Nyc_Tattoo
do people just not understand that artists use reference?

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
There's always gonna be someone who's more interested in process than in results. If you wanna be the Cuphead devs and hand-animate everything, that's fine, but there's nothing wrong with using tools to get the job done faster.

mutata
Mar 1, 2003

I make inked 3d models of vehicles for the Rick and Morty animators to drive around on curves and rotoscope over. I'm part of the cheating.

Taffer
Oct 15, 2010


TooMuchAbstraction posted:

There's always gonna be someone who's more interested in process than in results. If you wanna be the Cuphead devs and hand-animate everything, that's fine, but there's nothing wrong with using tools to get the job done faster.

In fairness, sometimes the process itself is part of the art - but that really only enhances the result when it's an intentional decision with reasoning behind it. Avoiding any new tools out of stubbornness is... not that.

Adbot
ADBOT LOVES YOU

Odddzy
Oct 10, 2007
Once shot a man in Reno.
True Art is when your art director that can't draw sends you a bunch of samurai pics he's found on google image search and asks you to make a character based on his vision.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply