View Full Version : Shirow Project Book#3 Side-Mission
softdistortion 01-06-2004, 07:11 PM UPDATE MAR 1/07
This is the OLD/ ORIGINAL Project thread that ran from Jan.2004 to Feb. 2007
The images that were once linked here off our team server have been removed to make space for new items. The HUGEMUNGUS shirowproject gallery is also no longer active.
A new team thread has been started HERE (http://forums.cgsociety.org/showthread.php?f=73&t=469373)
This older thread you are visiting has been allowed to go on it's way and eventually archive.
Fortunately, most of the images are now represented in our nonprofit DATABOOK 1, which you can buy as a 160 page, full color, bookstore quality publication, or also download. The bookstore and DL links can be found on our webpage at www.shirowproject.com
It's been a long haul and theres just too much info in here for anyone with a life to assimilate.
Since we have come to a bit of a crossroad and now have most all of our images in the DATABOOK release that is underway. It seemd reasonable to start fresh for the next leg of any work we do.
For future info and updates check, bookmark, subscribe the new THREAD (http://forums.cgsociety.org/showthread.php?f=73&t=469373)
saddle up for the next round. :wip: :)
softdistortion
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Version 4 of our mainpage is up.
You can check it out live at www.shirowproject.com (http://shirowproject.com).
http://softdistortion.com/shirowproject/newpage.jpg
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softdistortion
01-07-2004, 04:28 PM
WIP progress comp. Anyone want to jump in and help with the buildings?
http://softdistortion.com/shirowprojectpublic/sidemission1/copbot_sceneV1.jpg
softdistortion
01-07-2004, 09:31 PM
Test Animation - Quicktime 1.3Meg (http://softdistortion.com/shirowprojectpublic/sidemission1/olympus_comp_v1.mov)
Any sound guys want to add some fx? :eek:
aurora
01-07-2004, 10:40 PM
I'm working on a couple of other shorts and a couple of AI pluggins. But I would like to help out if you have some modeling like those buildings or something else that needs some work on. Send me a pmail with some details
softdistortion
01-08-2004, 01:47 PM
aurora- Thanks for the interest, really I am not too fussy on 100% accuracy, which is partly due to not having more than one reference for some of these models. If you can manage with that, you can do any/allthe buildings in this image.
I can texture once you have some structure or you can do it if you like...post any WIP in the sidemission thread.
softdistortion
01-08-2004, 01:50 PM
leegoz wrote :
hey, i'll give a hand with your new shirow project if you like, just tell me what you need.
softdistortion
01-08-2004, 01:54 PM
leegoz-Hey, Thanks...I could use help with the buildings on THIS SIDE MISSION
I need the models in either LW, .obj or 3ds files if you can
Let me know if you can pitch in on this.
Thanks again!
softdistortion
01-08-2004, 01:57 PM
Here is the rest of the team member aquisition info that was PM'd (some sections edited)>
Originally posted by aurora
Thanks for the quick response back. I have been going through the various CGTalk threads and have registered at the website. I have a couple of quick question, which are probably answered at the project forums but I'm still waiting for registration confirmation. What is the app pipeline for the project. I saw the posting for sidemission help in the LW forum but it sounded from a couple of threads that the format of choice is Maya? I have both LW7.5c and Maya5.0.1 so it does not matter to me either way.
Next question is do you just need the building(s) posted in the one sidemission reference image or more beyond what dodo3d has posted?
Is there a particular scale you are trying to stick to?
softdistortion
01-08-2004, 01:59 PM
aurora-
A few answers>
Some of the team use Maya and some use LW. If you decide to go the Maya route you will need to export to kaydara's .fbx format. The plugin is at their site www.kaydara.com.
I would like to have someone else do the buildings since this is supposed to be a team effort and not solo missions. So all I need right now is the buildings in the sidemission panel I posted at the top of this thread.
Scale? The buildings should be life sized. But I can rescale if need be...model as you like.
Regarding the forum registration>
To get authorized to enter the team area you usually need to show some lasting support to ShirowProject- that usually will mean helping finish at least one mission. Some especially enthusiastic and helpful people get special consideration.
Besides containing clips and images that never appear in CGTalk... We also discuss more of the technical details in the team forum so you get a more in depth look at what goes into creating the scenes and animations. We also have R+R lounge forum area for general team chat.
The reason we are doing this is that we would like to build a truly
motivated and dedicated team core. That can only come from getting the team members to stick together. If we can't do that the collaborative format endsup being less than what it should be.
SUPPORT YOUR COLLABORATIVE CG COMMUNITY...or die trying!
softdistortion
01-08-2004, 02:02 PM
Originally posted by aurora
Thanks that all works for me. I'll do the models in LW. I'll start working on the building today.
softdistortion
01-08-2004, 02:03 PM
aurora- perfect...Look forward to working with you. :bounce:
aurora
01-08-2004, 03:20 PM
I was just going to add our discussions so glad you beat me to it.
I'll do the glass as seperate objects morphed from the single pain. That way if you want to do an animation if it breaking in the future it will be ready to go.
softdistortion
01-08-2004, 03:23 PM
Thanks again Aurora!:thumbsup:
aurora
01-08-2004, 10:58 PM
OK I have a couple of buildings modeled plus I added a road, sidewalk and accessories to see how they work together. Actually let me clarify that a bit I have the buidlings modeled pre-destruction. As soon as I get things nice and sharp I'll go back and do the damage effects.
Another question make that 2. How do you want to handle the texturing. I assume you have a shader library from the other missions. Should I just send the models to you for the texturing or what?
What time of day is this shot supposedly happening? I only ask to know how to best set up any luxigon lights that may/may not help.
OK make that three questions. Do you want me to do some modeling for inside the builiding with the blown out windows or will they just be covered over by other effects?
softdistortion
01-08-2004, 11:07 PM
Sounds amazing aurora!
For texturing i was thinking of using a combination of images and procedurals. If you want to leave it for me to texture that is fine. I should have asked you to create the surfaces while you were modelling, but maybe you automatically do that. The scene is set for day initially, but I would also like to do a night version. The building interiors as seen through the broken glass will not be completely obscured, so some basic geometry will be needed in there on the main level anyway. ;-)
aurora
01-09-2004, 02:11 PM
I already laid the surfaces and hopefully have pretty intuitive names for them. I'll add some inside features for the lower level of the main building and add the luxigons for the interior lighting and some for the outside as well. I'll probably, at least for now, leave the texturing for you since I really don't know the style you are after. But we can discuss that shortly if need be. One quick note I'm taking off for Aspen for the weekend for my birthday and won't be back till sometime sometime Monday.
softdistortion
01-10-2004, 04:17 PM
Sounds good Aurora. Guess by the time you read this I should say...hope you had a good time in Aspen!
softdistortion
01-12-2004, 12:46 AM
WIP animation clip QT 3.4 meg (http://softdistortion.com/shirowprojectpublic/sidemission1/olympus V2 full rez QT.mov)
If you would like to join in on upcoming missions just let us know>PM , email or post . Any skill level is acceptable!
IF YOU WANT MORE INFO ON HOW OUR TEAMS WORK, GO HERE> *SHIROW PROJECT TEAM FORUM* (http://softdistortion.com/shirowforum)
softdistortion
01-12-2004, 12:47 AM
http://softdistortion.com/shirowprojectpublic/sidemission1/copbot_sceneV2b.jpg
softdistortion
01-12-2004, 01:40 PM
quote: from PM
--------------------------------------------------------------------------------
leegoz wrote
I would love to help on the buildings and i'll get cracking with it right away! Do you have any other drawings or just want me to work from that picture?
Cheers
--------------------------------------------------------------------------------
softdistortion
01-12-2004, 01:42 PM
leegoz
The buildings for this side mission are already almost done by aurora. We still need more buildings for across the street, if you would be so good as to build them.
We also need the dropship (in the illustration below> ) which is to be in the animation. The Oympus Police "crab" mech is released from a platform that opens at the dropships rear
Let me know which you want to tackle.
http://softdistortion.com/shirowprojectpublic/building-ref1.gif
Models are being done to real world scale. LW/.obj/.3DS/ or Kaydara's .fbx format for models.
softdistortion
01-13-2004, 12:08 AM
Here are some refs for the DROPSHIP....Lets break it down to parts to be modelled.
*Arms
*Wing
*Body
*Rear Hatch
Takers?
http://softdistortion.com/shirowprojectpublic/sidemission1/clip1.jpg
http://softdistortion.com/shirowprojectpublic/sidemission1/clip2.jpg
http://softdistortion.com/shirowprojectpublic/sidemission1/clip3.jpg
softdistortion
01-13-2004, 12:09 AM
http://softdistortion.com/shirowprojectpublic/sidemission1/clip4.jpg
http://softdistortion.com/shirowprojectpublic/sidemission1/clip5.jpg
http://softdistortion.com/shirowprojectpublic/sidemission1/clip6.jpg
softdistortion
01-13-2004, 12:09 AM
http://softdistortion.com/shirowprojectpublic/sidemission1/clip7.jpg
softdistortion
01-13-2004, 03:42 AM
Scale is off....but hey....;)
Still need the rest of the parts.....I'll keep modelling till someone/anyone shouts out to help with a part of this model.
http://softdistortion.com/shirowprojectpublic/sidemission1/dropshipwing.jpg
aurora
01-13-2004, 01:01 PM
I'm finally back. I have some models (5 buildings, street, sidewalks, cheap sample scene, ect) to send you how do you want me to do it? Will work on more today as well.
softdistortion
01-13-2004, 01:14 PM
Aurora- Welcome back:wavey:
Sounds like you have some mega progress on that model!!
It's probably a pretty big file, so I set you up for FTP on my server. Check your PM for info
If that is no good for you PM me a link for download.
Thanks aurora
aurora
01-14-2004, 12:23 AM
Aghhh - Long day of work. I finally got those files ftp'ed to you. You should have Building1.lwo, Building2.lwo, Building3.lwo, Building4.lwo, Building5.lwo, Prelim_Sidewalk_Road.lwo, and CityTest.lws. Building1.lwo still does not have the windows blown out yet. I wanted to wait till you looked at them so if there are any changes you wanted I could make those first then finish with the window cracking. The scene file just has a quick layout of the buildings with a crude street, sidewalk, curb, and gutter. Once I finish the other buildings and get them to you, you can figure out where and how you want them laid out and I'll create a more correct street layout, as in with cross streets, sidewalk on the other side ect. Also note that these are extremely empty buildings and don't really have anything to the backs or roofs. If you want more detail for future animation needs let me know I have stuff ready for that but left them out to reduce poly count. I also have a few other assets I'll send to you in a day or two to help dress the scene up better. Let me know what needs more work on the buildings and I can easily make the changes. I have highly layered copies of the buildings so modifications are a piece of cake. Hope you enjoy.
softdistortion
01-14-2004, 03:00 AM
Aurora- WOW! The buildings are VERY...VERY NICE!!
Adding the animated camera was a nice touch too, Thanks:thumbsup:
I have absolutely no crits. I will leave it in your able hands to add the extras as you see fit. If you could, please add some "circular crator" blast damage on the more visible building surfaces. Some of the refs I have in this thread contain examples of what I am talking about ...let me know if you need any etxra detailed refs for the blast FX I am talking about.
Thanks again aurora. :applause:
softdistortion
01-14-2004, 04:23 AM
Seeing those building from aurora's contribution got me Stoked again....did some more of the dropship.
http://softdistortion.com/shirowprojectpublic/sidemission1/dropshipv2.jpg
Leegoz, Mysticw,Colkai and any other guys that want to join... post here and let us know which additional parts (body/hatch/arms) of the dropship you would like to do. I will send you the parts I have for your scale refs if you like.
If I can snatch some more time, I will do a bit more on the head in next 24hrs...:shrug:
http://www.cgtalk.com/images/icons/icon4.gif Mystic is already working on elements for Mission#2
http://www.cgtalk.com/images/icons/icon4.gif Colkai is already working on Mission#1 animation elements
aurora
01-14-2004, 01:31 PM
Glad you liked them. I was afraid that there was not enough detail in them but you said you prefered adding that in texture and since a few are over 30000 polys I left alot of stuff out. Please note that the lighting in that scene does something I NEVER do. I left the global illum on at 25% but gave it a very soft yellow color. I just used the scene to get a better feeling of how things fit together. I'll go ahead and add some damage to the buildings not a problem. I'm not sure how much I'll get done today since I'll be out doing some charity work.
softdistortion
01-15-2004, 02:11 AM
Sounds good- Here's building#1 with a rough texture. I will still add more distress detail once I see your damage geometry. Just do one crater to start with, so I can see how it will work with the textures..... Actually, I will upload the model and textures to your FTP on my server. Then you cn see how it works as you do it. ;)
The texture ZIP file is HiRez- If you don't have hi-speed let me know and I'll have to chop it down for you.
http://softdistortion.com/shirowprojectpublic/sidemission1/aurora-building-1.jpg
softdistortion
01-15-2004, 02:18 PM
To hopefully generate more interest in the collabs forums and ShiroProject's team initiative, I am adding a WIP thread for this project in the CGTalk 3D WIP forum (http://www.cgtalk.com/showthread.php?s=&threadid=115878)
:thumbsup:
aurora
01-15-2004, 02:38 PM
Wow, its amaxing what alitle texturing can do and that was my least fav building. Mainly since its the one we are really going to nuke up. Then it should look much better. I'm dl'ing the files now but I'm also dl'ing some of Protons demo vid's as well as a rather huge pdf at the same time so I think its going to take a few minutes.
What I had planned on doing was just making a series of damaged (cratered) panels. This panels could then be used to replace current geometry on our buildings wherever/whenever we want. Nice fast and easy. So it will not be a problem to create one today and ftp it along with at least one more of the buildings I have finished to you. One question though do we want to set these up for animations or just stills. I guess if I build it right it would not matter to much but I could get the endomorph done now saving time later.
softdistortion
01-15-2004, 02:44 PM
Thanks aurora! and sorry for the texture's... I looked at them today and realized I sent replica layer files to you in that ZIP. If you already have them it's too late, but I will redo them and JPEG them all for speed. :blush:
Your Morp Idea idea sound like the simpleset to implement. Then I can just tweak the damaged panel! Also it sounds good cause as you say we can adjust the morph for either 100% applied in the still or 0-100% in an animated damage explosion!:drool:
softdistortion
01-15-2004, 04:51 PM
Building #1 Texture WIP
http://softdistortion.com/shirowprojectpublic/sidemission1/aurora-building-1-grit.jpg
colkai
01-15-2004, 08:56 PM
Playing around with the first van / car, I am thinking this is a bit too rounded and 'toony'.
It's only a 'layout' design I'm thinking of using it as a template as I only have a small 3/4 view reference picture from the background of a comic cel. It's kinda difficult figuring out the look, I know you could fake a lot with textures. I noticed the wireframe of van posted by Softdistortion didn't have any obvious detail so I'm wondering where to go with this.
Also, are we looking at nurb objects, or just pure meshes? As this will have a bearing on how this is developed.
http://www.colkai.dsl.pipex.com/miscwork/van1shade.jpg
http://www.colkai.dsl.pipex.com/miscwork/van1wire.jpg
softdistortion
01-15-2004, 09:35 PM
cOLKAI- That is good enough for a background vehicle. freeze it, name the surfaces and move on to another vehicle. By the time you get to your 3rd or 4th (pushy ain't I ? ;) ) you will likely be turning out mid to close range models.
You can model them any way you want, however the models will eventually need to be frozen to a mesh since they will need to be transportable to MAYA for Tessalated.....Once he comes back for the Mission #1 animation.:thumbsup:
aurora
01-15-2004, 11:35 PM
I'm going to ftp another building and two cratered panels for you to take a look at. I have never done damage like this before so I'm not sure if this is what we want. In other words feedback you be very much appreciated. Right now those are static objects. If they are OK then I'll create morphs for them.
I managed to get those .psd texture files it was nasty since I had so many other DL's happening at the same time.
By the way the texturing is looking GREAT!!!
colkai
01-16-2004, 08:11 AM
Originally posted by softdistortion
cOLKAI- That is good enough for a background vehicle. freeze it, name the surfaces and move on to another vehicle.
Whoa! - I honestly thought it would need work - just goes to show how new to the game I am. ;)
Shall I work on background for now, or would you like me to create mid-ground versions as well using the same basic structure?
Anyhoo - an unexpected boost is always welcome, you just made the long journey to work feel a bit better. My hapiness level just went up a notch.
Will hopefully have something else for you by the end of the weekend. As I say, I'm balacing this with the build of a website.
( http://gentleshawwildlife.co.uk )
Keep you informed on progress - off to do my day job <sigh>.
softdistortion
01-16-2004, 01:06 PM
Aurora- both Craters look good, crater 3 is more in the direction I was thinking. Maybe this is crazy, but Could you use it as a boolean to try adding a crater on a corner?
Colkai- Do what models you can as you have time/desire. We can catalog them and Tessalated can pick the ones he wants to add to the animation (and where to place them). Just keep having some fun with it, that's usally when we create our best work! ;)
PS; The Website looks like a worthy recipient of your time. Let me know when you get more info and pics up about the recovered animals! If you need any FLASH let me know. I'll try to manage donating some work to the effort. :thumbsup:
aurora
01-16-2004, 01:38 PM
Aurora- both Craters look good, crater 3 is more in the direction I was thinking. Maybe this is crazy, but Could you use it as a boolean to try adding a crater on a corner?
You bet. In fact that is pretty much all I did was create the pit and then did a boolean - union to a 5' x5' x 0' panel. I played with smoothing them but they did not look like some of the damaged sidwalks I took a look at so I left them non-sub'd to make it alittle more real. Once a rugged texture was applied and moved back from extreme closeup in Layout they look better.
Did you want it so that the crater extends off the edges?
I'll tell you what I'll do one based of off panel 3 with one at the corner and one off the edge and just send it out to you. I should only take me a few minutes to do.
[EDIT] I sent 2 new panels; Panel_4 with a new crater near the corner and Panel_5_Faulty with a crater falling off the corner. If you take a look at the bottom left edge of the crater/panel edge you'll see why I call it faulty but then its just a test anyways. But now that I'm writting this I realize what we really need is a corner block and not just a panel anyways. I'll work on that today and get as well as send you some of the set extras as well.
softdistortion
01-16-2004, 05:46 PM
YOU"RE The BEST!:applause:
softdistortion
01-17-2004, 06:24 AM
Needs work, but here's a test with crater #3 mesh. I need to figure out an efficient/repeatable way to add the deep cracks that should be spreading out from the crater hole.
http://softdistortion.com/shirowprojectpublic/sidemission1/crater-test1.jpg
colkai
01-17-2004, 08:50 AM
One word ... Whoa! :D
aurora
01-17-2004, 01:18 PM
I can help with that by making some of the edge cracks extend much further across the panel. I have some new stuff I'll send over either later today or tomorrow. One of them includes a crated block, which really beats the panels!!! I meant to get some of this done yesterday but ended up going to see Cold Mountain and ended up playing around all day instead. Worth it though. While not my fav movie of last year (ROTK makes that one) definetely the best, except for the stupidly predictable ending.
softdistortion
01-18-2004, 01:10 AM
Ok, Let me know when you upload. I did a heavey rifle shell damage test> mesh deform and texture tweaking. ;)
http://softdistortion.com/shirowprojectpublic/sidemission1/crater-test-bullets-1.jpg
http://softdistortion.com/shirowprojectpublic/sidemission1/crater-test-bullets-1b.jpg
softdistortion
01-19-2004, 04:07 AM
http://softdistortion.com/shirowprojectpublic/sidemission1/olympus-scene-v1.jpg
UberMaximus
01-19-2004, 11:34 AM
Hi ppl.
Im sorry its been a while. I see there are some new ppl too....Looking very impressive. I cannot believe the quality of these textures.. Im pulling my own hair out trying to model the ESWAT guys hair. Ive tried Paint FX and Nurb patches.... But it just looks like someone scribbled on his head....
Does anyone have any tips for modelling hair? Or should I just use chunky manga style polygons?
softdistortion
01-19-2004, 12:14 PM
Hey....Missed you mate, good to hear from you!:wavey:
Things have changed a bit, on this sidemission We now Have.
Aurora- He did some nice buildings and is working on final damage geometry.
Colkai- He has made some vehicles for the Mission#1 animation. You will have to take a look when he is done and decide how we should use them in the scene.
Osiris- He said he is joining and will maybe do some more of the dropship model.
Leegoz- Maybe hasn't read his PMs lately, so, He was joined, but haven't heard from him lately...When you get a chance...Check in Legooz.
Sorry to hear the ESWAT is having a bad hair day. :) I would just do a poly surface and texture it a bit....see if that works. Post any Progress over in the Mission#2 thread so we can see that funky HAIR. ;)
I am getting kinda worried about Dodo3D...where is he???
aurora
01-19-2004, 03:32 PM
I just sent you a few new files; StreetLight.lwo, StopLight.lwo, FireHydrant.lwo, Panel_4Morph.lwo, Block1_static.lwo, Block1_Morph.lwo. The first three are just optional set dressing if wanted. The stoplight as a few selection sets that you can choose to delete to simplify/change the model quickly and easily. Block1_Static is a cratered corner block. The 2 morphs are HORRIBLE attempts at trying to do the morphing which I originally thought would be so easy. I'm not happy with them at all but thought I would throw them in in hopes you or someone else might have some suggestions for them.
What is it that you need done right now, as in has the highest priority for you, which you need me to work on? I'll concentrate on that next.
BTW - The textures are looking damn hot!!!:applause:
softdistortion
01-19-2004, 04:48 PM
Aurora-First, Thanks for all the work you are doing. each time I look at the buldings I am impressed with what you (and Dodo3D) have done here. I'll look at the new files ASAP. I hope I keep sane while texturing all the models. ;)
The Morphs should be pretty simple, it's just a matter of remembering what order you are working in/what morph you have selected before tweaking and making sure you go back to your base when you are done tweaking the morph. heheh....Ok, so maybe not simple...lol Let me know what trouble you had, and maybe I can help.
I think we are well stocked on buildings> Yours and Dodo3D's make a nice library to pick from. That is what I was hoping we could get compiled for this team's projects. The buildings will come in handy in mission#1 animations as well!
Top priority items are the dropship and texturing. I started the dropship, but am now on the texturing for the most part. I would be open to help on texturing too, but I am not sure if having someone else working on textures with me would end up in a uniform look, since we may go about it differently. I could upload the texture with a short How-To for anyone that wants to have a go at it...cept then I would have to write a How-to and likely it would be confusing (knowing me...) and then I would have to help whoever was trying to help me, and.....:-). If you have ideas on this let me know.
Since I am working on this between other items, I have a mess of files all over the place and I need to psyche myself up for the task of unifying all this stuff...models/textures/scenes/presets...etc....
:scream:
PhilOsirus
01-19-2004, 07:38 PM
The wall looks very good but it is too deep. It would be better if it was a hole in a wall than a sort of crater, you can add pieces of metal sticking out and other layers behind it.
softdistortion
01-19-2004, 09:43 PM
Osiris- Thanks, that's a good idea. The craters and bullet damage renders were actually just part of a series of tests Aurora and I were doing to see what we could add to our bag of tricks. ;)
PS: Are you interested in the doing the body of the dropship I mentioned, or should aurora and me keep at it?
Thanks
UberMaximus
01-20-2004, 03:56 AM
Are we able to see some of these models? Are they being uploaded to the ftp space?
softdistortion
01-20-2004, 02:00 PM
I wanted to do it that way, but then I thought...'What about the people that come and then just disappear? The models end up in their collection...they forget about the project and who made the model...Then one day your cruising turbosquid and POW! You discover Kid Mesh's cousin is selling an ESWAT with Particle FX lips and Funky Scribble hair" :eek:
If members are working on a mission or missions and are sticking with ShirowProject and are contributing models of their own. Then they should get access. These members really have something invested in the effort and are dedicated to the missions....also with knowing that I have your models and you have mine maybe the MAD (mutual assured destruction) principle will keep the models from being mishandled by either side.
If anyone has a better idea let me know...
So, I guess I should ask, which models do you need? I'll move them to your FTP folder.
For you, Tessalated- Colkai is working on some more vehicles which I will transfer to you to look at once he has done a few more. Then you can decide where thay might go in mission #1 animation.
aurora
01-20-2004, 04:14 PM
I'm alive. Sorry in the delay getting back. I've been trying to build my new website. I closed my others down and have been promising to bring this one up for many, way to many, months.
I would tend to agree to keep the texturing to you or someone you train in the style to make sure it stays the same. Hence the reason I have not textued anything I sent you. Theres few things that can throw CG off more then multiple style of shading.
So having said that I'll let you decide if its worth your time to instruct me in your textureing style and moving the files out for ftp. Else since those panels and the one block where just cheap tests, I could work on those. Or it sounds like you need help with the drop ship. I could also work on that for you.
Tessalated - my buildings are not that nice - thanks for the compliments Soft but I tried real hard to keep them real lowpoly so I left some of my really cool/extreme ides and details out. At least for now.
Speaking of which if you are not going to use transparency or translucent shaders on any of those windows. Select all of the windows_int surface polys and delete them!!!!! That will save you 5 polys/window. That was the one detailed thing I did leave in. In at least two of the buildings that should kill well over 10000 polys!
softdistortion
01-20-2004, 11:36 PM
Aurora-No problem, you've been around alot lately! :thumbsup:
The broken glass FX is a bit complex (the way I did it anyway) to get looking even half decent. I have it on the wrecked building that is in the background of the last Image I posted. I think it looks ok for distant buildings if you blur it...I maybe looks ok for mid distance if you BLUR it .....I don't think it would do for even semi close shots. Maybe I can refine it a bit yet...took me a bit to realize I was making some obvious errors...like those inside glass layers...I should have imediately piked up on that, but took me quite a while wondering why my cracks and hole were still solid...finlally clued in and deleted the inside glass. lol
I've been writting down the steps in a notebook...I'll think about if I can get together some info on how I have been texturing this stuff. Let me know what you think about the effect so far and also if you have any ideas on how to do a better job.
Looking at the already complex, but clean lines of the meash, I would believe you could do alot of details! I almost wonder if we actually need some more buildings like your building#2-more concrete and less glass??
We also still need the dropship, so it's a toss up. Do what you feel like. As far as we stand now no one else is doing the ship.I am also going to include some more building references ie the more cement less glass look. I just got these today, so don't feel mad that I didn't already post them :shrug:
First here is the cracked glass shader version#1 :blush:
http://softdistortion.com/shirowprojectpublic/sidemission1/glass-cracks-textureV1.jpg
softdistortion
01-20-2004, 11:42 PM
Anyone who is reading and has been holding off joining in with us, here are some smaller models you might want to try! JOIN IN AND GIVE IT A TRY!! :thumbsup:
Colkai is already working on some vehicles, but here are some more.
http://softdistortion.com/shirowprojectpublic/sidemission1/Vehicle-refs-1.5a-comp.gif
softdistortion
01-20-2004, 11:45 PM
Anyone who is reading and has been holding off joining in with us, here are some smaller models you might want to try! JOIN IN AND GIVE IT A TRY!! :thumbsup:
http://softdistortion.com/shirowprojectpublic/sidemission1/Building-1.5-a.gif
http://softdistortion.com/shirowprojectpublic/sidemission1/Buildings-1.5-b.jpg
softdistortion
01-20-2004, 11:47 PM
http://softdistortion.com/shirowprojectpublic/sidemission1/Buildings-1.5-c.gif
http://softdistortion.com/shirowprojectpublic/sidemission1/Buildings-1.5-d.gif
softdistortion
01-21-2004, 04:23 AM
Hey Guys, I just wanted to run something by you all and get your feelings on it. You may have noticed I posted about how frustrating it is to see all the talented people in CGTalk.com all doing their pet projetcs, and how it would be mind boggling to imagine what we could accomplish if we ALL got together to work on one or two mega projetcs.....
well, This has been bothering me for a while and I still do not have any solution that would draw so many people with so many different interest together to join in ONE or Two MEGA projects....
While considering this dilema, I had some thoughts on what is going on here in our shirow project missions....I think in some ways this effort also needs a solution to help get more people more loyaly dedicated.....First I considered what it was that prevents this from automatically just happening. Here's what I came up with>
1. day to day life takes time.... you are giving part of this time to the missions, but if you start to loose interest, even a little bit, you tend to look around for other things to do....enter day to day life and Other stuff takes you away.
2. you have some other projects you need to do like finish your website....do a showreel....fix the toilet....etc.....
3. You join a mission, start a model and get to a point where you hit a road block that bogs you dow ....you get frustrateded .....you end up in category #1 .....
There are probably more reasons, but I think these are the most common. So, now that we have identified some reasons that distract us, what is a possible solution?
We need to #1 Keep interest high for everyone #2 be able to still get our other projects done #3 Get past discouraging roadblocks!
HOW?????
I propose this solution to start things off in a new direction.
Instead of a bunch of ideas, I simply suggest we all post what skills we have that might be helpful to other team members. I also suggest that we use these skills to help out other team members with their projects (cept the toilet repairs). For Example I hate HTML, but I can do pretty good FLASH. At the same time, it happens You are good at HTML but need help with a Flash banner on a web page you're trying to get done...You remember..."hey SD can do some nice flash work"... and you say "hey, SD, Can you help me out? I say "yeah, sure, I'll help you out!
WOW, Your interest level has just jumped...now your more interested in me as a helpful friend and not just some faceless Shirow Project team member.... your happier cause your website gets done and looks UBERKOOL with Flash and all....You feel a greater connection to the team...maybe you are also inspired to offer your skills to other team mates....soon more and more people want to be part of this great team spirit....every one gets FIRED up and HAPPY and that means MORE creative thinking and energy and...and....
So, what you guys think? Does this make any sense?
:lightbulbPS: Incase you're wondering what the solution to problem #3 is...Well, just stop being so paranoid about looking silly, and ask someone in here for help. We all get roadblock!
mysticw
01-21-2004, 05:01 AM
I like those ideas. i think I really fit the profile, I haven't lost interest (hey ...its Shirow's work). But, I find other things getting in the way when I have an agenda for modeling my own personal stuff or things for the team missions.
I think that is a great Idea to just post skills and ask for help to build the team, generate more interest and communicate with the others.
Skills
- Photoshop (intermediate)
- Graphic Design (layout and design)
- Hard surface modeling
- Mysticw
aurora
01-21-2004, 02:34 PM
Hmm - First thing is on the building with the cracked glass you should notice peskey little artifacts that you just can't figure out what the heck is going on when you render. They are the ones that are on the curved corner sections just above the lip. Those are luxigons that I left in this model for a potential night scene. Just go into the Building2.lwo and delete all but the first layer or if in layout delete the three Lux_~ objects. That will take care of a couple of headaches for you. The other option is to convert the luxigons to lights but then you need to deal with all the lights.
As for the windows I have made contact with some one that worked on 'Innocence' the sequel to 'Ghost in a Shell' and am trying to get some secrets out of him on how they did the broken glass in it. I'll let you know when/if I get any info back from them.
As for right now if you don;t mind I'm going to work on a couple of those concrete/less glass buildings. Mainly because I have a couple of other big things going on this week and I know I can work buildings in. Next week I should be alittle more free time wise and I could start working on the jump ship for you. That way I'm at least doing something somewhat productive for the project.
softdistortion
01-21-2004, 03:22 PM
Mysticw- Thanks for the feedback I figured not everyone would embrace this idea, cause some will likely already feel at their limit due to current work/project loads. Maybe a few will start and the rest will think about it a bit more....we'll see.
Any of you guys please feel free to make suggestions about what you think will get all of us more motivated and energized as a team....I have conceded that we need to be working on animations and not just still images...everyone seems to get more excited to see moving images instead of static stills....I means more work, but if it helps keep things more interesting....I'll keep trying. :-)
Aurora- Thanks for the headsup on the Llux lights. I did notice the artifacting, but didn't bother figuring it out since I was concentrating on the glass FX shader. (Never use them...but I should get to grips with those Luxagons.)
Model whatebver you feel like doing....hope your project works out....if we can help let us know! ;-)
TEAM- The question has come up a few times and recently Tessalted asked about it again...so, again I've been thinking about what we should do with the model sharing question..should the whole team get access, should only the people working on a certain mission get access to only mission related models..etc...?
I would like to somehow use a model sharing scheme that would solve this issue and maybe also boost interest and dedication to shirowproject. Coincidentaly I just got an email from a usergroup that is setting up a model sharing scheme that involves a "reputation" system. I wonder if this would work for us. The team forum would be setup to track your reputation level and it would either raise or lower your rep depending on how active you are and on how much you contribute. I also wonder if we should/could tie in a model maker rank that would give recognition for not only the number of items you contribute, but also the level of effort they involved. Maybe the most difficult models would be "trophy" level or something like that...then you would also get a higher reputation on the forums and greater access to the team's models,, textures media assets....etc
I'll look into this some more when I get a chance.
softdistortion
01-21-2004, 04:40 PM
Osiris got me thinking a bout the exposed rebar and holes in the surface idea, here's am attempt at it>
http://softdistortion.com/shirowprojectpublic/sidemission1/building-damaged-cementreba.jpg
aurora
01-21-2004, 08:57 PM
I'm really liking that rebar texturing!!! I'm assuming its simley using an alpha map for the holes thus preventing the addition of a ton more geometry.
Thanks for the offer of potential help. I'm fine. Just trying to get the stuff put together to bring up my newest website. Plus a couple of other projects I need to get some work on. Easy stuff, it all just sucks up time. Fortuneatly I work at home so its easy to work through out the day but take breaks as needed without others breathing down my neck.
If you went the reputation route towards access how would the ranking be determined? Just curious I think its kinda of a cool idea. I have seen a couple of other sights doing something simular no idea how well it works for them since I only occasionally pop in. For me interest is always peaked in something when tips/tricks are shared and communication is fully open towards sharing. Thus you put work in but get ideas and techs out to make your work bigger, better, faster. For example your texturing is out of the house. I love it! You obviously have skills I would like to learn from. For me thats what its all about doing, sharing, learning, and of course having fun in the process.
softdistortion
01-21-2004, 11:14 PM
Heheh ....sorry to disappoint, but I did use geometry ...I wanted some thickness, and I haven't even thought of trying to fake that with alphas.....Besides, with 4 buildings and the Olympus bot and the rebar cement triple layer I'm only at 650,000polys. :p
I'm all for open sharing too....unfortunately sometimes I feel like I let people down...sometimes when people find out how I do stuff they aren't as impressed anymore...I really don't hold to any school or method except to do whatever I can to make it look cool to me....That's why you will sometimes see me get taken to task for posting over processed images....:-)
PS: Next time you drop in on those sites you mentioned maybe try to feel out how that system is working. I would still like more feedback from our team members too.
TEAM* If you haven't got an email yet, check your access to the team forum, cause some more of you have been activated as full team members. It's been kinda slow in there lately, but hopefully it will pick up again...among the other items I have mentioned, I am considering how to take the team forums interest level up a notch as well. :)
mmhnemo
01-22-2004, 08:27 AM
Hi Softdistortion and Shirow Project team,
i have followed this project for a while and love the fact that you are actually pulling off whatever goals you set so far :thumbsup:
I am just a small-time modeller but would like to offer my assistance to this project in order to learn as i go and actually see something evolve from this.
So if you could bear another contributing modeller please give me a notice and set me up into your production pipeline.
:wavey:
colkai
01-22-2004, 10:40 AM
Hi guys,
just a quick note.
I've just about managed to crawl out of my sick bed to let you know I haven't forgotten about doing models but I've been laid up pretty bad this week and am only just getting to the point where I can sit up.
I will hopefully be fighting fit again by next week then I can crack on, when you will no doubt get a flood of 'how do I?' type posts ;)
Well, I'm off for some more medication...
softdistortion
01-22-2004, 06:55 PM
mmhnemo- Glad to have you join us! (We always can use more contributing modellers...and anyone of any skill level join. All we ask is you contribute, and stick around as much as possible!) I posted some more buildings and vehicles that are not needed immediately...Part of the reason I added these was to allow someone like yourself to just jump in and model what they think they would like to...There's no deadline pressure so less skilled modellers should not feel to intimidated....Go ahead...and just pick one and start. Post any progress you make so we know what you are working on. :thumbsup:
Colkai- glad you are feeling a bit better. Hang in there. :bounce:
softdistortion
01-22-2004, 07:53 PM
Aurora got me off my butt and trying to optimize the concrete damage model....Can you tell which one is the 1 poly version?;)
http://softdistortion.com/shirowprojectpublic/sidemission1/concrete_rebar_test2.jpg
UberMaximus
01-22-2004, 08:02 PM
the left one?
softdistortion
01-22-2004, 08:45 PM
Yepp! :p
UberMaximus
01-22-2004, 09:14 PM
If you used the rendered image on the right as the texture for the left, it would be a lot harder to tell. The one poly version looks fine tho.
softdistortion
01-22-2004, 11:03 PM
You mean render on an angle n then use that render as the texture?? I like the idea, but how would I texture a rectangular poly with the angle render? I rendered it straight on so I would get a rectangular teaxture image. I like your idea better, I just need to get my head around how to make that a usable map...My brain is buzzing, That idea has some killer potentila!!! Thanks Tess!!
BTW check this out COOL CLIPS (http://www.pleix.net/films.html) The one with the guy turning into a giant robot and the exploding building clips are 2 of the best and most imaginative implementations of 3D I have ever seen IMO...
mysticw
01-22-2004, 11:15 PM
If I understand it correctly, It is called projection mapping or camera mapping. You render the object with the texture, then project the texture from the camera back on to simple geometry.
It renders a lot quicker than regular textured objects, although you are restricted to the amount of movement with your second or animation camera.
-That is if that is what tesselated meant.
-Mysticw
softdistortion
01-23-2004, 12:03 AM
I was wondering if I can figure out how to lock the 3d texture to a low poly object. Then I forget about camera movement limits.
May not be possible though. :blush:
aurora
01-23-2004, 12:55 AM
Crap, my brain is on overload on this one. There was an article I read not to long ago but more then a couple of months, on doing this. The article was actually on using this tech for comped landscape work but its still the same thing. I could have sworn it was in 3DWorld but I'll be danged if I can find it. Maybe it was Keyframe. I'll keep looking. Either way I think that the single poly, left image, is sufficent as well.
mysticw
01-23-2004, 12:57 AM
Usually there are two or more cameras. the texture is projected onto the geometry from one which is locked down. The second camera can be animated in a limited way.
You can tell when the effect breaks when the texture slides or you see parts of the geometry that aren't covered by the projected map.
I don't know if Max has this feature, but I believe it is possible in Lightwave and in C4D.
-Mysticw
aurora
01-23-2004, 01:11 AM
Its possible with LW. I've never personally done it but I have seen work that has. Off to search the mags again.
mysticw
01-23-2004, 01:23 AM
here is a link to a sample of what I am talking about.
Camera Mapping sample tut (http://216.127.92.203/samples/maplab/maplab_disc_overview.mov)
There was a tutorial in a magazine also, but I haven't found it as of yet.
-Mysticw
mysticw
01-23-2004, 01:35 AM
there is a small bit in Issue 14 of 3D world on camera mapping.
there is a much larger article somewhere.....if only I can find it.!!!!
softdistortion
01-23-2004, 01:43 AM
I have watched tht clip a few times and my head hurts even more thn it did before. :-)
I bet that is how they did some of the stuff in tht coolclip link i posted earlier. That exploding building clip is sooooo NICE. I am adding it to the team forum!!!! I wish we could do something like that on our animations.
mysticw
01-23-2004, 02:21 AM
In the Computer arts special issue 27 there is an article on Camera Mapping in 3ds Max 4....that may help.
-Mysticw
mmhnemo
01-23-2004, 10:37 AM
I sank my teeth in the Micro Telemeter Corporation building.
:bounce:
UberMaximus
01-23-2004, 12:15 PM
Oooooh..... Aaaaahhhh
http://www.simplylightwave.com/movie_pages/tutorial.mhtml?tut_id=517
Its not what I meant tho.... I just meant teh pic on the right had the mesh grate showing through certain parts and not others.... Should have had that look on the left one.....
I hate modelling hair...... specially this boof head..... Why couldnt it been female, with long flowing nurb planes???? waaaah :cry:
softdistortion
01-23-2004, 03:02 PM
mmhnemo - Sounds good, let us know how you progress. Maybe our resident building makers Aurora and Dodo3D can help with their comments
tessalated- Huh...bothe images had parts showing through, they just weren' stacked like in the first test. You still got me thinking:thumbsup:
Maybe we should slap some rebar on his noggin? LOL
I'm sure you're doing a super job on the hair, don't labor over it too much though. I posted something over in the Mission#2 thread...when you see my poof hair you may feel better about the one you're doing. :0
Maybe you need a break and we could work on the M#1 animation a bit again?? I kinda miss working with you when we got .fbx going...I'm gonna forget how we finally got it working!hehe
jayreef
01-24-2004, 01:24 PM
Anything still need modelling guys, kinda bored, need a project to do.....
point me at the image still needs doing, get it done for you:)
dodo3d
01-24-2004, 05:57 PM
Hello every one
softdistortion I am very glad of u cause u still fighting for this project u really r a warrior I missed u and tessalated very mush and all the ppl who joind us in this wonderful project and hi to all the new members
I am sorry that I couldn't help the latest days cause I was very busy with my job... but I hope I still one of the shirwo's member
,I am not sure also if I'll be available the next week but I'll try my best.....
Ok enough with talking here is a first try with building ...
http://dodo.homestead.com/files/Buildings-1.5-c
http://dodo.homestead.com/files/4444.jpg
mmhnemo
01-24-2004, 10:01 PM
Heyas,
this is where i am now with the Mico Corp Building.
Any suggestions so far?
http://www.ninjinkai.de/bagofstuff/microcorp1.jpg
http://www.ninjinkai.de/bagofstuff/microcorp2.jpg
:wavey:
softdistortion
01-24-2004, 11:33 PM
Whoa! ...and I was just starting to get worried that things might die out..
I've been out and about lately...so coming in to see all the activity MADE MY DAY!!:bounce:
Ok time for replies>
Dodo3d Gotta say Hi to you first. Of course you are still part of the team (was getting a bit woriied though...maybe even if you're busy, try to atleast drop in and say hi) All the mission#1 team members have special rank and recognition. You guys stuck with it and help us reach our first real milestone! That's why you also have a special designation as original Mission#1 members on the team forum. That stays that way as long as the forum is alive!
You may have noticed that mmhnemo has already spoken for the building you also are doing. I think it is only fair to let mmhnemo continue as the lead on that model since he spoke for it. As a Vetran Building creator, Maybe you can give some positive suggestions/encouragement and help if needed.
Super happy to have you back!!
Jayreef Nice to see a new arrival! Welcome to the project!
Any of these vehicles could be done if you like, let us know which one you choose so others can pick from what's not being modelled!
[IMG]http://softdistortion.com/shirowprojectpublic/sidemission1/Vehicle-refs-1.5a-comp.gif
mmhnemo- You have done a VERY NICE JOB on the building. All I can say is keep it up.
Dodo3D is a vetran member and Aurora has been going gangbusters on the buildings models lately....so I leave it to the two of them to offer any guidance they think fitting. KEEP UP THE GOOD WORK!:thumbsup:
SideMission#1 Team Thanks for your dedication and hard work!:applause:
jayreef
01-25-2004, 12:24 AM
OK, thanks... can i do the bike? love the artwork:bounce:
timescale?:)
softdistortion
01-25-2004, 12:35 AM
The bike is yours! Model it at your own pace....
There is no iminent deadline for any of the models right now. We had a deadline for mission #1 and actually finished ahead of it...Our Mission#1 animation deadline was a bit of a flop and I haven's set deaslines since then. Maybe We should have deadlines again to take the action up a notch...WHAT DO YOU ALL THINK??
jayreef
01-25-2004, 01:17 AM
Thanks, much appreciated:)
deadlines are cool, but only if they are attainable for people, but people should be happy to say if they are or not...
so its up to you guys, I'M new;)
softdistortion
01-25-2004, 02:00 AM
Thanks for your input Jayreef! Anymore comments?
jayreef
01-25-2004, 10:22 PM
Made a start today, lots of progress once jnr's gone to bed... just checking in:)
http://www.redrival.com/jayreef/techbike2.jpg
softdistortion
01-26-2004, 01:03 AM
Thanks for the update Jayreef, It's looking good so far:thumbsup:
softdistortion
01-26-2004, 02:48 AM
TEAM Should we still be considering some kind of member rank setup? I wonder if this will help encourage members to be more active and reach out to be team leaders.... also, maybe this would branch the projects out and bring in more new members as they direct their own teams under the ShirowProject banner.
At the same time, I am also wondering if this will just make things more complex and less fun....maybe I should just let things fall where they may... if it lives it lives, if it dies it dies....???
Here is a rough idea of what I was thinking. Let me know what you think.
RANK-Section9 Team Leader-
REPUTATION -You are now recognized as a Team leader. As such you are authorized to organize and direct a team on a mission of your own choosing.
*Choose your mission from the list of sanctioned missions.
*Choose your team from the list of ranked members.
QUALITIES-(This rank is reserved for those that have not only proven they are HardCore team members, but have also proven they are team builders with leadership skills. They never abuse their rank, they are always ready to build and promote team spirit!)
RANK-ESWAT-
REPUTATION -You are now an elite shirowproject member. You have proven your dedication and your skills have been recognized. Enjoy your rank as part of "Extra Special Weapons and Tactics". Your priviledges include greater access to team files/assets. In time you may qualify as a Section9 Leader.
QUALITIES-(Your NEVER SAY DIE approach to your Mission elements drives You to deliver results above what average efforts would allow.)
RANK-SWAT-
REPUTATION -You have come a long way and are now recognized as "Special Weapons and Tactics" rank. Keep working and you will qualify as part of the elite ESWAT rank.
QUALITIES-( You are Tenacious! You attack your work with an attitude that focuses attention on the mission at hand and allows you to come to "mission end" when others are falling by the roadside due to sheer exhaustion)
RANK-Olympus Police-
REPUTATION -You have been advanced to Olympus Police rank in recognition of your hard work and completing your chosen assignments!
QUALITIES-( You are more than a CG tourist. You don't mind getting your hands dirty and have proven you are a hardened ShirowProject member)
RANK-New Recruit-
REPUTATION -Welcome to the team. you are ranked as a new recruit. Prove yourself a serious and dedicated member Have fun, contribute what you can and before you know it, you may be one of the elite members on ShirowProjects TEAM!
QUALITIES-(Do you have what it takes to stick with the team, or will you end up "Missing in Action" ? It's all up to you really...Work hard and prove yourself worthy of being among the elite ShirowProject Team Members)
mmhnemo
01-26-2004, 07:37 AM
Hiho,
personally im not much into ranking systems - hey put a crown on your head or be the lord of the posts - whatever suits you ;) - but i dont think it did any project good until now. Although i must admit there might be people who do get attracted by ranks and actually work more in order to attain these...
I see Softdistortion as the project lead as she(?) already did the job from the beginning and performed very well as a motivator.
The other thing i expect from a lead is coordination though and, maybe because im totally new to the team and havent been filled in all the way, i miss some coordination at the moment.
Maybe ill voice some questions:
Where do i send the finished objects to be reviewed?
Who do i talk to concerning the objects use in animation?
Is CGTalk the only way of communication we have or do we have other, more suitable means?
Will an object be seen only over a distance or does it need detail to hold up during close up shots?
I could go on but basically i think it would benefit the project to be able to get some questions answered more quickly than posting on cgtalk and have to wait a day or two to get an answer.
:wavey:
softdistortion
01-26-2004, 02:51 PM
mmhnemo- Those are good questions! Now, hopefully some good answers. ;-)
Where do i send the finished objects to be reviewed?
Once you complete your model you will get a personal FTP folder to upload on our server.
Who do i talk to concerning the objects use in animation?Will an object be seen only over a distance or does it need detail to hold up during close up shots?
Talk to Aurora or me regarding SideMission #1 animation models.
Talk to Tessalated or me regarding Mission#1 Animation (http://www.cgtalk.com/showthread.php?s=&threadid=109019)
All current vehicles and extra building are potentially for Mission#1 Animation!
Is CGTalk the only way of communication we have or do we have other, more suitable means?i think it would benefit the project to be able to get some questions answered more quickly than posting on cgtalk and have to wait a day or two to get an answer.
We have the Team Forum (http://softdistortion.com/shirowforum) but usually you will get a reply within hours or even sometimes minutes from when you post in here. We could do MSN or IRC if the team feels it would be useful.
I will try to consider current trends in our missions and also all the input I have been getting from you and other team members. Maybe we can distill this into something that will make ShirowProject even better!:thumbsup:
jayreef
01-26-2004, 04:02 PM
hhmmm, my images keep vanishing and turning into a redrival banner, sorry about that, will sort out new web space:)
softdistortion
01-26-2004, 04:24 PM
No Problem Jayreef. I hope to have a place for all of you to upload your images to a gallery sometime in future.
jayreef
01-26-2004, 09:47 PM
Daily check in and new image link for you, so you can keep track of how things are coming, and so you know I believe in this project:)
http://homepage.mac.com/orions8/PhotoAlbum2.html
Hope you like:bounce:
softdistortion
01-26-2004, 10:17 PM
Looks Very Nice. Thanks for your hard work and for keeping us up to date with your progress!:thumbsup:
I linked one of your WIP pics for the thread readers.
http://softdistortion.com/shirowprojectpublic/mission1animodels/shirow_bike_2.jpg
softdistortion
01-26-2004, 10:40 PM
Aurora- If you've been reading the thread lately, I haven't forgotten about you;)
The craters and props look 100%, I know you downplay it, but I think your work is TopNotch:thumbsup:
TEAM-I've been tossing out a few ideas for improving ShirowProject , Thanks to all of you who have given your input! SOON, I hope to have some more definite direction for our missions. Stay Tuned:D
softdistortion
01-27-2004, 05:02 AM
mmhnemo did a nice Micro Telemeter Building didn't he?:thumbsup:
http://softdistortion.com/shirowprojectpublic/mission1animodels/microcorp2.jpg
http://softdistortion.com/shirowprojectpublic/mission1animodels/microcorp1.jpg
mmhnemo
01-27-2004, 08:07 AM
lovely texturing and rendering :thumbsup:
What program do you use as a renderer?
What was the process to texture this?
Also i tried to keep the whole building subdividable for a smoother look - but it still has various flaws i believe.
Could i now go on adding detail to it and rearanging geometry without negating your work?
If its good as it is i'd like to move on to another model but if i can work on it id like to at least get the front balcony defined.
softdistortion
01-27-2004, 02:24 PM
Thanks mmhnemo! I use Lightwave's render engine.
The textures are a combinations of images and procedurals.
Most of the image maps are hand made by manipulating and processing digital source materials.
I only noticed a one twisting poly flaw on the buildings front. It was nothing to worry about, and as you see, it looks fine. I think you did an awesome job and at a fast pace too! It really keeps blowing me away when someone like you comes out of nowhere and has a model pretty well done in a day or 2.
If you still want to add the balcony, go ahead. I will adjust with any changes you make:thumbsup:
softdistortion
01-27-2004, 02:35 PM
ShirowProject UPDATE
As you may have been reading Some different suggestions have been offered on how the project may better itself.
I promised some direction SOON....If anybody still cares, here's some info on where, how ShirowProject will try to proceed:
There will be no ranks. Any rank you could be "given" would be subjective and to mostpeople meaningless... likely it would not be a "longterm" motivator anyway. Things will stay as they are...Just get in here and stay at it.... Build reputation through your work. If you stick with it I for one will respect you as a ShirowProject Elite member.
Also From now on I will no longer keep campaigning for help. If you want to help, let me know and I'll fit you in. This means less ops for new people joining, but that's the way it is for now. If more team leaders emerge we can try branching projects and recruiting again.
I would also eventually like to find the time to redesign the Team webpage and include a hall of models gallery to credit all the great team members that have/are contributing elements for the missions.
I also would suggest that everyone who has/is/will contribute models should feel free to add to their portfolio ANY renders that contain their work.:thumbsup:
aurora
01-27-2004, 03:06 PM
I'm here. Sorry I have been so slack. If things could go wrong or bad for me they have. At least the dns mess finally got cleared up for my new site this morning. Thats been a weeklong nightmare in and of itself. I have 2 buildings started. I'll try to get one of them finishedand to you tomorrow. Todays slate is pretty much a 30 hour day.
softdistortion
01-27-2004, 03:21 PM
Thanks for checking in. Sorry to hear about your headaches, glad you got some results eventually. I been swamped too lately feeling kinda burned out but still going. I have contacted some of the original ShirowProject members to try and reassign some of the mission work. Mission#2 seems to have coma'd at the moment.
If you can hang in, I would keep going with the SideMission animation we were working on. The city layout should also be usable for the mission#1 animation in future.
aurora
01-27-2004, 03:26 PM
Don't worry I'm here to stay. Just some messes that need to get cleared up. But I'm finally getting somewhere on the website, a couple new plugins, another new awesome job (although I could do it so much faster using Maya Fluids, but I'm stubborn and want to find a way to do it with LW - stupid me.) and have a couple more tuts in the works.
softdistortion
01-27-2004, 03:32 PM
sheesh, I thought I was juggling a lot at the same time....I suddenly feel less stressed. ;)
Thanks Aurora!
aurora
01-27-2004, 09:29 PM
Oh - by the way I never did find that Camera Mapping article. Unfortuneatly I only buy 3DWorld when there is something worthwhile on the CD so I don't have many of them. I usually just read what ever is interesting at Borders and call it good. Sorry.
jayreef
01-27-2004, 09:51 PM
Day 3 is up to be viewed:)
hope you like:bounce:
http://homepage.mac.com/orions8/PhotoAlbum2.html
softdistortion
01-28-2004, 03:23 AM
Looking SuperCharged!
:thumbsup:
http://homepage.mac.com/orions8/.Pictures/images/DAY3.jpg
elfling bard
01-28-2004, 03:36 AM
Have you any composer for the project...?
mmhnemo
01-28-2004, 07:19 AM
Hi,
just wanted to let you know i uploaded a newer revision of the MicroCorp building and started work on one of the cars (sportstype).
And hi elfling :wavey:
softdistortion
01-28-2004, 01:03 PM
elfling bard- Thanks for your interest in contributing! We had Igor Sandman and Soulescape doing sound for us, but I am unsure if they are still on since we have been out of contact for awhile. If you guys are still with us please post.
mmhnemo- Sounds good! As for the vehicle, which one is the SportsType you are doing? the one above the bike?
Thanks Guys!
softdistortion
01-28-2004, 01:21 PM
ShirowProject UPDATE
I just received an email from Tessalted regarding some of the re-organization of the missions.
He has been good enough to accept the lead role in the Mission#1 animation. To free him up, He is no longer working on Mission#2. He's still busy, so give him some slack if he takes a bit to reply to your posts.
Here's a breakdown of where we all are>
Mission#1 Animation (ACTIVE)
Lead animator-
Tessalated
Modelling-
Jayreef-bike
Mmhnemo-sport car
Colkai-misc vehicles
SideMission#1 Animation (ACTIVE)
Aurora
softdistortion
Mission#2 (ON HOLD)
modelling-
Dodo3d
smoke
mysticw
softdistortion
mmhnemo
01-28-2004, 01:30 PM
As for the vehicle, which one is the SportsType you are doing? the one above the bike?
Im trying my hands on the second car from top. 2 above the bike.
Does anyone here have experience with modeling cars? Id like to discuss some working techniques with someone who already knows what hes doing ;)
softdistortion
01-28-2004, 01:39 PM
Thanks mmhnemo! Here's a NURBS modelling thread with lots of detail on a possible workflow (WARNING-this tread has tons of images). You unforunately will not have schematics unless you try to create some yourself.
NURBS PORSCHE (http://www.cgtalk.com/showthread.php?s=&threadid=103342&perpage=15&pagenumber=1)
aurora
01-28-2004, 01:45 PM
Crap, crap, crap! Its going to be another day or so before I can get you any of the new work. I knew there was a reason why I kept putting it off, but nooo. I finally caved and went ahead and tried to upgrade all of my hard drives to bigger/faster ones. Well it almost all worked but somehow a few really nasty flaws popped up. So now I need to pull all the new drives and put the old ones back in. Then I need to go get a newer copy of DriveImage or at least a better scandisk app. The worst part was the stupid Diskcopy formatted the partitions on my new drives to the same size as the old drives even though I told them not to. I knew I could not trust that stupid program. Sorry for the ranting just a bad way to wake up and get started in the morning.
mmhnemo
01-28-2004, 01:47 PM
Thanks Softdistortion,
anyways im only able to do polygon modeling here and would like to talk to someone with experience in that field.
So if anyone in the Shirow Project team could answer me some questions please contact me.
Until then ill try my best fishing in the dark ;)
:wavey:
softdistortion
01-28-2004, 01:51 PM
Aurora- Yikes! Take your time....I'm not gonna be pushy if you're having those kind of problems. :eek:
mmhnemo-Sorry that tut wasn't what you need.... Maybe check the web for tutorials specific to your modelling software.
mmhnemo
01-28-2004, 02:07 PM
Poor Aurora,
our thoughts are with you in this dark hour of computerfrenzy.
@Softdistortion
Actually i dont want to read technical documentation about software and its tools but to discuss techniques when working.
Quads, cuts, merges, loops, topology, etc
Currently im trying to figure out the following:
Modeling a car i chose to work of image planes (side, top)
Now when i modeled thes planes (in a planar way hehe) i sit in front of my car ... box.
Now is there a suitable, precise way to attach the two planes of polygons thus forming the correct shape of the car or is it always just a game of guessing how far vertices have to be moved to attain the final shape of the car?
I hope this question rings some bells - if not ill send some screenshots.
:wavey:
aurora
01-28-2004, 03:00 PM
Well the good news is that I figured out where the problems arose so I should be able to fix them rather easily, time consummiong since I need to recapture the disk images, but at least its doable. So there maybe a chance I can get something out late this afternoon yet! Thanks for the kind words guys. Its been ahhhhh - an interesting week!
mmhnemo
01-28-2004, 08:06 PM
Well sadly noone could help me out so i am just doing the old try and error scheme.
This is as far as i got today - any suggestions?
Should i shell this or just close the holes?
http://www.ninjinkai.de/bagofstuff/firstcar_wip.jpg
:wavey:
softdistortion
01-28-2004, 09:03 PM
I don't think you needed help anyway, looks GREAT...I LIKE IT! :thumbsup:
I would like to see that car nicely textured and parked out front of mmhnemo's sexy MTcorp building! :drool:
jayreef
01-28-2004, 10:25 PM
Nice car:applause:
day 4 of bike up, and beginning to wonder if the model will be too large in poly count to use, am i going the wrong direction:hmm:
guidance please:bounce:
http://homepage.mac.com/orions8/PhotoAlbum2.html
:bounce:
softdistortion
01-28-2004, 10:38 PM
SWEET...just KEEP IT UP! :thumbsup:
http://homepage.mac.com/orions8/.Pictures/images/day4.jpg
aurora
01-28-2004, 10:42 PM
Hey Softdistortion - I ftp'ed you 2 more buildings mostly concrete with only a couple (single poly'ed) windows. They are Building_7.lwo and Building_8.lwo. Please note these are extremely low detailed buildings just meant for distant background filling. I did not even put doors in them. I have another building in progress that is probably the nicest one I have sent you. But to be totally honest I also have two others which I made that I ended up keeping for myself. I at least want to texture and light them in a night scene first. Then I'll probably pass them on.
mmhnemo - What app are you working with and what kind of problems/questions do you have. Send my a Pmail or an Email and I'll be happy to work with you.
Please note I have a new Email address if you guys want to contact me directly. I need to update it here at CGTalk yet but here it is if anybody needs it.
aurora@auroragrafx.com
aurora
01-28-2004, 10:44 PM
The new bike image got snuck in while I was writting. Damn thats looking nice. I so can't wait to see that textured. Hey do we get to use this in one of the animations? Man I got some cool thoughts of it action running through my head.
softdistortion
01-28-2004, 11:14 PM
Originally posted by aurora
...But to be totally honest I also have two others which I made that I ended up keeping for myself. I at least want to texture and light them in a night scene first. Then I'll probably pass them on.
Holding out huh? tsk tsk!:p
Thanks for the email update too> Let me know when the new site is up. If you need FLASH...well, you know. :thumbsup:
aurora
01-28-2004, 11:33 PM
You know I used to do a ton of Flash work for websites and as standalone movies for presentations. I loved it and still play with it all the time. Yet somehow I have no plans for adding any Flash content to my new website. But I still have a long ways to go so I might yet change the whole design of the site and add a bit of Flash in.
UberMaximus
01-29-2004, 08:28 AM
Alrighty then...
I guess we better plan this animation out. I had an idea originally that I put down as a rough story board:
http://www.jiltedreality.com/sboard.jpg
If you are wondering what the big black outlined object is, its the troop carrier that they are jumping out of in the first rendered frame that was Mission 1.
Im going to work on blocking this whole animation out as a previz to the point where the troops move behind the car.
If anyone has some interesting ideas for what to do after that then post.
We will basically need all the of the scenery and objects that are visible there in the story board. Bit like this:
Frame 1:
slight Harbour scenery - small pier, maybe couple of warehouse's
city skyline bitmap / sky+horizon detail/environment
simplified city buildings - will be viewed from a long way off
?maybe some birds or other aircraft flying past in the distance?
Frame 2:
Street objects - will need a bit more detail as camera is closer.
Street cars, trucks, bikes, ?pedestrian/civilians?
skyline (bitmap or environment)
airconditioning and filtration devices for rooftops.
data terminals
vending machines
trash collectors
street lamps
pavement detail
road and ground texture
Frame 3:
basically reuse frame 2's objects with the inclusion of ESWAT members.
Frame 4:
Same elements as frames 2 and 3.
Maybe higher detailed futuristic car for a bit of close up action?
Anyone has any suggesting for more please post, but I think we will have our work cut out for this lot though. :p
Good thing is that most of these are small seperate objects and can be done reasonably quickly without much effort. Should look very nice as a whole though
Ok Im going to work on the Previz.
mmhnemo
01-29-2004, 08:46 AM
Sounds great Tessalated :beer:
Would someone please fill me in what exactly is happening by the way? Cops are coming and ..? fight a terrorist, get a cat off a tree, go to McDonalds ?
mmhnemo
01-29-2004, 09:30 AM
upped a vending machine and a public data terminal
UberMaximus
01-29-2004, 09:41 AM
Where are you uploading this stuff? I cant ftp to the models folder of the mission two section...
mmhnemo
01-29-2004, 09:47 AM
i only have one folder to upload to - does everyone have separate folders??
Id suggest one folder for all props - no chmod, no delete rules
I was already wondering why my folder was so empty ;)
mmhnemo
01-29-2004, 11:51 AM
upped streetlight, 2 vents and trashbin
UberMaximus
01-29-2004, 12:24 PM
Wow. you is fast.
Wish I could see the stuff your doing.
Ask SoftDistortion for FTP access so we can start adding it into a scene. Ive finished a previz of the first frame, its rendering out now. Ill try and upload before work in the morning.
Only frame one you might ask? Maya shat itself when I asked it to reduce a 500,000 poly object by 75%.... I didnt mean to do it, and it killed it along with my work.
Heres a sample shot....
http://www.jiltedreality.com/previz1.jpg http://www.jiltedreality.com/previz2.jpg http://www.jiltedreality.com/previz3.jpg
softdistortion
01-29-2004, 12:24 PM
LOL.....oh the mayhem, I was kinda worried things might get bit confusing in here.
OK, the cat is safe and McDonalds was tastey....;-)
Now Here's what else has happened-
Tessalated is back and is restarting what we call the Mission#1 animation. This may be a bit confusing cause he is posting his Outline in what we call the SideMission#1 thread (there are main and sidemissions active at the same time). we had talked it over, and decided to keep both animation's info in this one/same thread to keep things more active. Maybe it's too confusing??
The FTP situation is not going to be all open for now. WHY? Because some people have come in as team members, downloaded models and never contributed anything. Do you want them to have your models too? I don't!:D
I will transfer what each person needs for now. The other option suggested was to have passworded ZIP's and then PM the person who will use the model your ZIP password.
Anyway....The main thing is don't panic. The models look wonderful....the renders look nice....We will sort the rest out too.
TO ALL YOU GUYS>>>really appreciate your hard work and contributing your skills.Thanks
UberMaximus
01-29-2004, 01:01 PM
eh shouldnt of had that coffee....
here we go:
quicktime (http://www.jiltedreality.com/frame1_qt.mov)
divx (http://www.jiltedreality.com/frame1_dv.avi)
softdistortion
01-29-2004, 01:11 PM
WWWWWOW!!!:thumbsup:
glad I wasn't inside the dropship for that speed ride!
Pass the Gravol please :p
LOOKS TOTALLY NUTS! I LOVE IT!:buttrock:
PS. do I have to texture all those buildings???:eek:
colkai
01-29-2004, 02:04 PM
Working on a car/van (at last), here is where I'm at, Im not thrilled with the poly structure round the front wheel well and am wondering how to do it better for the rear one.
Any ideas?
http://www.colkai.dsl.pipex.com/miscwork/van2.jpg
http://www.colkai.dsl.pipex.com/miscwork/van2a.jpg
softdistortion
01-29-2004, 03:04 PM
You did good if you ask me.:cool: Do the same on the rest! You even kept to quads. < something I'm a bad boy about sticking to.
mmhnemo
01-29-2004, 04:09 PM
I think the van is nicely done - keep it up :)
Finished and upped the speedster
http://www.ninjinkai.de/bagofstuff/carfinish.jpg
anything i should take on next ?
jayreef
01-29-2004, 04:58 PM
nice job on the speedster:thumbsup:
softdistortion
01-29-2004, 06:36 PM
Nice to see scads of activity guys...our team is GETIING STOKED AGAIN! Awesome to see !
I should be doing the Mission scene, but I just gotta see that Speedster in full effect!:drool:
colkai
01-29-2004, 06:45 PM
Originally posted by mmhnemo
I think the van is nicely done - keep it up :)
Finished and upped the speedster
mmhnemo
I'd love to see a wireframe of that.
How longs did it take you? I'm guessing you used Splines / Nurbs?
Wish I could get that level out so quickly. I am hoping to do a couple of the LWg3D tuts on cars once I have a bit of time, I always struggle with poly flow and where I should knife / place polys.
Nice work damn ye ;)
mmhnemo
01-29-2004, 06:57 PM
mmhnemo
I'd love to see a wireframe of that.
Here you go
http://www.ninjinkai.de/bagofstuff/carfinish_wire.jpg
It took me about 6 hours but since im learning i tend to work in streaks of 30 minutes at best - then i sit and look at the mesh and try to understand how id best proceed for the next 30 minutes.
I hope to grasp things better and to work more fluently.
I only have a polygon modeler and hence no spline or nurbs - would produce a far cleaner mesh im sure but now is time to learn poly ;)
oh and *edit* for this i tried to work from the picture softdistortion posted - it wasnt really a sideview but imagination helped out a bit.
So no box modeling but every poly was created by hand. *editend*
colkai
01-29-2004, 09:01 PM
Wow,
If you are only learning, have *I* got a long way to go! :)
The wireframe is very informative, seems I'm over using polys at present. The hardest part is figuring out how the polys are going to flow for sure.
Just looking at the wireframe, am I right in saying it isn't a pure mesh but multiple sections? Or does your program (Maya? Wings?) support NGons? (The side window doesn't appear to terminate on a vertex at the back middle).
I am beggining to suspect I am approaching this all wrong in terms of structure. Weekends coming up so I should be able to get some practice in!
Thanks again.
Here's my van..suggestions?
http://www.colkai.dsl.pipex.com/miscwork/van2b.jpg
wireframe..
http://www.colkai.dsl.pipex.com/miscwork/van2c.jpg
mmhnemo
01-29-2004, 09:17 PM
Heyas,
my second car i aproached with box modeling.
This technique seems faster but uses more polys i belive - well this is my second car ever and i guess its natural to be done at a faster pace than the first.
Well heres the WIp - about 90mins in the works (need a break)
http://www.ninjinkai.de/bagofstuff/car2_wip.jpg
@colkai
yes you are right on - SILO (the program i use) supports ngons
Although i try to work with quads mostly sometimes tris and ngons seem to help the flow of the subdivided mesh - to terminate loops etc.
I hope ngons dont pose a problem - i could easily split these up if needed.
mmhnemo
01-29-2004, 09:39 PM
Some thoughts
http://www.ninjinkai.de/bagofstuff/van2c.jpg
1. widen the ?spoilers? (dont know the right vocabulary)
2. give curvature here
3. make cut here and lessen the sharp front edge
gn8 :wavey:
jayreef
01-29-2004, 10:35 PM
Bikes more or less finished guys,its here:
http://homepage.mac.com/orions8/PhotoAlbum3.html
i can put more detail on if you want, and will export to 3DS tomorrow, let me know where you want it, hope you like it:)
what you want me to do next:bounce:
softdistortion
01-29-2004, 11:12 PM
http://homepage.mac.com/orions8/.Pictures/untitled%20folder/DAY5-1.jpg
http://homepage.mac.com/orions8/.Pictures/untitled%20folder/DAY5-2.jpg
http://homepage.mac.com/orions8/.Pictures/untitled%20folder/DAY5-3.jpg
softdistortion
01-29-2004, 11:12 PM
http://homepage.mac.com/orions8/.Pictures/untitled%20folder/DAY5-4.jpg
http://homepage.mac.com/orions8/.Pictures/untitled%20folder/wireframe.jpg
softdistortion
01-30-2004, 04:15 AM
JayreefLooks good to me!
If you want to do some more, Tessalated was asking for some of these items>
-airconditioning and filtration devices for rooftops.
-data terminals
-vending machines
-trash collectors
Or try another of the vehicles.
from the top down #1,#3#5#6 are not being done yet.
http://softdistortion.com/shirowprojectpublic/sidemission1/Vehicle-refs-1.5a-comp.gif
softdistortion
01-30-2004, 06:19 AM
Lost my first texture cause I was rushing and made a booboo....Tried again Needs some more work, but still.....:drool:
Nice work mmhnemo!
http://softdistortion.com/shirowprojectpublic/sidemission1/speedster1.jpg
http://softdistortion.com/shirowprojectpublic/sidemission1/speedster2.jpg
http://softdistortion.com/shirowprojectpublic/sidemission1/speedster3.jpg
aurora
01-30-2004, 05:11 PM
Softdistortion - I got your Email and replied back. Just in case though I'll repeat parts of it here. I got your image and will start working on those buildings today and get them to you ASAP! I'm assuming that the simplicity of the last two is what we are after at this point so unless I hear something different from you thats the way I'll model these next buildings.
One question on them though. Is the height of the current buildings enough or should I start making all the rest of them taller? The first couple new ones I'll do will be taller for the contrast regardless.
On a seperate note: I LOVE those new models/images. Especially the bike the kicks some royal booty!
colkai
01-30-2004, 08:36 PM
Originally posted by mmhnemo
Some thoughts
http://www.ninjinkai.de/bagofstuff/van2c.jpg
1. widen the ?spoilers? (dont know the right vocabulary)
2. give curvature here
3. make cut here and lessen the sharp front edge
I've widened the wings (1) a little.
For 3 - do you mean sharpen or smooth out the bonnet - in Nurb mode it is quite curved, but not overly so.
2) - I've tweaked the point a bit
Thinking of doing a 2nd version with a different 'back-end' and bonnet. Shouldn't be to hard to adapt this.
http://www.colkai.dsl.pipex.com/miscwork/van2d.jpg
jayreef
01-30-2004, 09:58 PM
bit of a side tangent, but decided i had to create the bike into a desktop pic, would have been rude not to really.. lol..
http://homepage.mac.com/orions8/PhotoAlbum5.html
tried to link to the image, and as usual failed terribly.. sorry about that:hmm:
back to real work on the projact over the weekend, ..promise :bounce:
softdistortion
01-31-2004, 02:19 AM
Jayreef- Got the mesh, Thanks. I'll try to get it rendered as soon as poss. Inthe meantime, Here's your image- to get the link trick to work, you have to right click on the actual image on the source page copy the properties and paste them into the tags of your post here at CGTalk.
[IMG]http://homepage.mac.com/orions8/.Pictures/text/texturing.jpg
Aurora- I pm'd you , but yeah I would say make the new ones skyscraper height, and I can shrink them if they are needed in other spots as well as the city scyscraper center.
Thanks!
Colkai- I think the new car looks good I would maybe just mess around with maybe lowering the roof line to sleek it out a bit more. Other wise I think your already doing better;-)
Tessalated- Hope you're not mad at me:blush:
colkai
01-31-2004, 01:09 PM
Originally posted by softdistortion
Colkai- I think the new car looks good I would maybe just mess around with maybe lowering the roof line to sleek it out a bit more. Other wise I think your already doing better;-)
BANG!! - That's what it is ... I kept looking at it thinking 'nearly..but..' Will do that today. Ta!
jayreef
01-31-2004, 01:54 PM
looking at the cars that need doing, is the one at the very bottom picture, far left hand side free to be done:bounce:
looks ace to do:bounce:
colkai
01-31-2004, 02:06 PM
Okay,
Roof lowered and windowbeams / windows given depth.
I am declaring myself officially pleased with the result. ;)
Here we are...
Coloured:
http://www.colkai.dsl.pipex.com/miscwork/van2e.jpg
'Clay:'
http://www.colkai.dsl.pipex.com/miscwork/van2e1.jpg
Base Cage Wire:
http://www.colkai.dsl.pipex.com/miscwork/van2e2.jpg
Going to start on the next version of the van and a 3rd van structure. I'll probably then re-do the original vec I tried as I'm learning as I go along. Good this!
colkai
01-31-2004, 02:12 PM
Originally posted by jayreef
looking at the cars that need doing, is the one at the very bottom picture, far left hand side free to be done
I think so, after I tackle the next van, I'm hoping to try some cars, though I may be too late..
Mind you, I was thinking of "taking liberties" and creating some based on existing car blueprints with some suitable modifications. I figure as long as they look semi-futuristic yes?
jayreef
01-31-2004, 04:17 PM
cool will get to work on it:bounce:
softdistortion
01-31-2004, 06:41 PM
Colkai-Wow! That car looks SWEET. Nice job! Your gonna be amazing after a few more models....learning as you go is the best wy to rmember if you ask me! You're doing GREAT!
Jayreef- Bottom-far left is all yours! The rest are still open too.
Keep up the Awsome Work....You guys are going so fast, I better find some more refs. ;)
jayreef
01-31-2004, 06:57 PM
Originally posted by softdistortion
JayreefLooks good to me!
If you want to do some more, Tessalated was asking for some of these items>
-airconditioning and filtration devices for rooftops.
-data terminals
-vending machines
-trash collectors
language difference, i know what a vending machine looks like, but what are the others:hmm:
:)
softdistortion
01-31-2004, 07:03 PM
Jayreef you already done that car???? :p I'll upload what I can find.... Tessalated....you got any refs for what you want?
Where's MRCUP and his mega refs collection ???
softdistortion
01-31-2004, 07:10 PM
Tess Is this OK for a terminal ...??
http://softdistortion.com/shirowprojectpublic/mission1animodels/terminal1.gif
colkai
01-31-2004, 07:28 PM
Originally posted by softdistortion
Colkai-Wow! That car looks SWEET. Nice job! Your gonna be amazing after a few more models....learning as you go is the best wy to rmember if you ask me! You're doing GREAT!
Would you like me to upload it someplace? LWO or OBJ, (if LWO I can leave it in Nurb mode rather than freeze it), file? Also - do you want me to include the reflection maps, or just the pure model?
softdistortion
01-31-2004, 07:30 PM
Airconditioners-
http://softdistortion.com/shirowprojectpublic/mission1animodels/airconditioners.jpg
softdistortion
01-31-2004, 07:32 PM
Colkai- I'll set up an FTP folder and PM you your login info in a couple min.s. ;)
jayreef
01-31-2004, 07:57 PM
not done the car yet, waiting for a render to finish for an EXPOSE 2 submission, and collecting all visuals for a marathon modelling week for the project....
just enjoying myself so damned much:bounce:
everything is looking so good, the cars rock, the buildings are awesome, and i can feel this motivation flowing through everyone..........
render finished soon:bounce:
softdistortion
01-31-2004, 08:02 PM
Hehhe....I know what you mean...this does get you fired up when everything just starts to roll like it is lately. :thumbsup:
Just don't forget to eat and sleep...:p
softdistortion
01-31-2004, 10:58 PM
Tessalated- thought you might like to have a look at this for your city docks layout
http://softdistortion.com/shirowprojectpublic/mission1animodels/city-and-docks.gif
softdistortion
02-01-2004, 05:42 AM
Tessalated-How about this as a train for the tracks coming to the dock?
http://softdistortion.com/shirowprojectpublic/mission1animodels/trainv1.jpg
http://softdistortion.com/shirowprojectpublic/mission1animodels/train2.jpg
http://softdistortion.com/shirowprojectpublic/mission1animodels/train3.jpg
UberMaximus
02-01-2004, 10:22 AM
woot.
colkai
02-01-2004, 11:24 AM
Here's a pic of Van2 & 3 (borne of van2)
Going to start on another van from the images next.
I'll upload these.
http://www.colkai.dsl.pipex.com/miscwork/van2and3.jpg
http://www.colkai.dsl.pipex.com/miscwork/van3a.jpg
softdistortion
02-01-2004, 01:55 PM
Looking nice....
WootWoot!;)
http://softdistortion.com/shirowprojectpublic/mission1animodels/train4.jpg
jayreef
02-01-2004, 03:14 PM
train and cars looking Great, should have something for you later tonight too:bounce:
jayreef
02-01-2004, 03:32 PM
just seeing if this works, if it does this was the final bike image at my end, if not, lol... i tried
http://homepage.mac.com/orions8/.Pictures/text/electras-night-copy.jpg
softdistortion
02-01-2004, 04:59 PM
IT WORKED! :drool:
mmhnemo
02-01-2004, 10:03 PM
Heyas,
very nice work everyone:beer:
love the bike :thumbsup:
I have been working on the car a little more and today was at a friends place to learn a little about texturing and rendering.
Here the outcome
http://www.ninjinkai.de/bagofstuff/car_front.jpg
http://www.ninjinkai.de/bagofstuff/car.jpg
So anyways im ready to take on a new assignment so what should i do next?
jayreef
02-01-2004, 10:44 PM
Love the speedster
started the car, so its a daily check in :bounce:
http://homepage.mac.com/orions8/.Pictures/car%20/car-day1.jpg
softdistortion
02-02-2004, 01:37 AM
Looking Awesome as always guys! If you want more to model Tessalated still was asking for roof top items.-air conditioners filters....go back a few posts for refs. There are also vehicles left to do. #1 #5.
mmhnemo
02-02-2004, 08:14 AM
I upped 2 gadgets for rooftops
Id like to get feedback from someone who knows how the scenes will be shot - which items need high detail and which items dont need detail.
It would be beneficial to know things like that before modeling.
UberMaximus
02-02-2004, 09:24 AM
Nearly finished the previz... Hopefully this will give u an idea on the scale of everything...
UberMaximus
02-02-2004, 12:26 PM
First three frames are done. Quicktime is compressed with sorenson (spellink!!) codec.
I know the carrier movement in shot 3 is hell jerky, but this is just previz..... hopefully gives an overall guideline....
Previz (http://www.jiltedreality.com/previz.mov)
The train Idea would be wild, sort having a bit of a race with the carrier, or the carrier swoops down nice and low to see the people on the train..... :p
aurora
02-02-2004, 01:06 PM
I have 7 more buildings I'll upload in Just a few minutes. These buildings are designed from the image you sent me last Thurs/Fri. Plus I have 5 more that I should be able to finish today or at least by tomorrow morning. Again these are low detail, used for filler buildings but are all much taller then the other. The next few are taller still. I would have got alot more done but needed a weekend away from everything.
As for nurnies (coolers, light towers , decent ones as opposed to a couple you'll see in this next batch of 7) and other mechanics) I have a few different ones laying around someplace that I could resize to fit some of these buildings. Did you want mechanics on all the buildings? I was under the impression you wanted them left off so I never designed any for them. Easy enough for me to remedey if so desired.
colkai
02-02-2004, 01:18 PM
Started on another van...
http://www.colkai.dsl.pipex.com/miscwork/van4a.jpg
softdistortion
02-02-2004, 01:20 PM
Replies In order>
mmhnemo-
Thanks for giving this problem some thought! Roof details can be low poly items.
As for the other items, vehicles etc...we have people with different methods/skills working on models, so we are getting a pretty wide range of polycounts. It's appreciated that you guys are all contributing such awesome models...For now, lets model at the level we feel comfortable/able. It's not the best way to do it, but if we have to, We can reduce poly's in some areas. While it's hard to tell how and where, it should also be kept in mind that the texturing can mask some of our poly transgressions and/or add to the perceived detail even on low poly models.... the train sections for instance are around 150 polys right now... ...It looks blocky , but still usable... texture does most of the detail.
Tessalated- I'm the one with eggMcmuffin coming out my nose this time.... (I think some coffee came out too) when I saw that previz :thumbsup: You been a busy guy. VERY NICE!!!
KUDOS TO YOU!
colkai
02-02-2004, 01:24 PM
Originally posted by tessalated
this is just previz..... hopefully gives an overall guideline....
I presume being previz you haven't really worried too much about scale? Its just the first shot of the carrier, as it reaches the city, it is a couple of city blocks in size so it looks odd as there is no way it could fit down the streets.
Like I say - previz so you may already be aware of this.
softdistortion
02-02-2004, 01:30 PM
More replies to the guys that were posting during the last reply. :)
Tessalted- ....with all those models you've done I wonder if you really had time off ;)
I'll powow with tessalted when we get a chance and start setting the city details out a bit more with your and Dodo3D's buildings (wonder...where did Dodo go???)
Don't worry about the rooftop detailing. It was not in the plan originally, but I think Tessalated is right in wanting to add some details. Not all Buldings will have items added...We should probably have the rooftop elements seperate so we can drop them on the buildings that need it.
Colkai- Looking good again! I'm going to try to build a nice little higway scene to show all these cars off....:thumbsup:
softdistortion
02-02-2004, 01:33 PM
"I presume being previz you haven't really worried too much about scale?"
I think the way he did It makes for a more easily interpreted previz. I have a hard time when the camera is in tight on scaled models and you don't get the proper feel for what is going on in the scene. :eek:
Nice work Tess!
aurora
02-02-2004, 01:44 PM
I just uploaded the new buildings for you Softdistortion. Take alook at them and let me know if you want any changes to them. They are alot simpler then the previous models. Note I intentionally most of the surfacing (names) off Building9, and the surfacing on the others are almost as minimal as well. Let me know what works best for you and I'll make those changes on these and future models. Also if you wanted more details like windows, doors ect. Again from previous discussion I have left them off on these models.
softdistortion
02-02-2004, 01:48 PM
I'll take a look now and start converting a few for Tess's previz.:buttrock:
colkai
02-02-2004, 03:41 PM
Originally posted by softdistortion
I have a hard time when the camera is in tight on scaled models and you don't get the proper feel for what is going on in the scene. :eek:
Yeah, I know what you mean, in a wide shot the chances are you wouldn't really get the movement of the ship either. It only really jars with me as it gets 'close in' to the city.
softdistortion
02-02-2004, 03:44 PM
Aurora- Those buildings.....just one comment....:love:
Tessalated- I grouped Aurora's SUPER BUILDINGS and converted to .fbx for your previz.
Here's a MB grab of what you should get>
http://softdistortion.com/shirowprojectpublic/mission1animodels/buildings7-15groupMB.jpg
We should start co-ordinatiing the city layout together. email...MSN to discuss?
Thanks!
jayreef
02-02-2004, 04:24 PM
just had too say, love the buildings, love the previz, will try to finish car tonight (its low poly count), then will start on those building roof details for you:bounce:
and everyone is so busy....... rocks:bounce:
mmhnemo
02-02-2004, 04:40 PM
upped a couple of of things including the revised car - hehe sorry softdistortion if i messed up your texture work - hope it still holds :)
gn8
UberMaximus
02-02-2004, 07:53 PM
wow those buildings look great..... and the little train tracks. Ill try and get them into the scene as well.....
Is there anyone here that specialises in character animation? I can do it, but I was wondering if this is anyone's forte...... Maybe someone with 3dsmax6 and the ragdoll physics.... Im getting access to the program soon..... but does anyone else want to volunteer....
We basically need someone to animate the ESWAT guys leaping and running from the carrier into position....
Like I said, I could do it...... but the rings under my eyes are getting bigger and blacker.
aurora
02-02-2004, 08:56 PM
I'm glad you guys like the buildings. Just remember these buildings are very low detail meaning not the nicest for closeups. But for cityscaping they are fast and easy to do.
Softdistortion - Just a heads up I sent you a pmail.
jayreef
02-02-2004, 09:49 PM
Softdistortion, upping this to you now
http://homepage.mac.com/orions8/.Pictures/car%20/lowpol.jpg
made it as low poly as i have taught myself this evening, scrapped the previous one, and built this one in an hour, hope its ok for you:bounce:
Tessalated, would love to help with the animation, but am running a mac, and 3Ds is not ported there yet, sorry about that, running C4D, only done animations with that, and maya a year ago
starting the roof top stuff tomorrow :bounce:
aurora
02-02-2004, 09:54 PM
Tess - I ain't that hot at character animation. OK - but not hot. Now on the other hand when we are ready for some effects I'm all over that kinda stuff.
jayreef
02-02-2004, 10:12 PM
softdistortion sent you a pm:bounce:
softdistortion
02-03-2004, 02:13 AM
Sorry Guys. I had to go out to another worksite most of the day so my replies are tardy this time ;)
In Order
mmhnemo- NP on the textures, I'll fix er up if need be! Thanks for the revisions!
tessalated- I know Motion builder would be awsome, I just haven't had time and energy to learn how to rig imported models. I'll try to get to it if we don't find extr help with the animating of the ESWAT. If I could figure it out, it looks like I could use some of the template motions and tweak them for what we would need!
aurora- The buildings will look NUTS with texturing...I'll bet even close ups will be beautiful.
Got the Pmail. Also emailed you a fair bit of info. ;)
jayreef- Not sure what happened with the file. Tried a couple diff programs to open it properly... I got it but only some of it is actual poly model the rest is just points. Maybe check it over and upload again if you spot anything that might be causing trouble on my end. Thanks!
Got your PM- replied
jayreef
02-03-2004, 06:37 AM
It was incomplete because the upload to the ftp was stalled because the space was used....... sorry about that, thought i had explained it well enough:blush:
the proper one (full size) is now uploaded,
have a nice day :bounce:
softdistortion
02-03-2004, 01:02 PM
ooops sorry,I never thought of that , musta not been paying close enough attention :blush: ....kind of amazed an incomplete file even opened .... At least that was an easy fix fo us...I like those! :)
aurora
02-03-2004, 01:41 PM
Hey if any of you have missed it I would suggest taking alook at the Appleseed thread Softdistortion posted on the Shirow forum. Good stuff with plenty of new ideas for our modeling efforts!
Thanks Soft:applause:
By the way I sent you a new Email!
softdistortion
02-03-2004, 01:52 PM
Got the email too. :Thanks for helping plug the team forum (http://softdistortion.com/shirowforum) :thumbsup:
PS: if you haven't been at the forum for awhile, poke around, cause there are a few Shirow related items...among other things the new APPLESEED TRAILER!...that might be of special interest to you!
mmhnemo
02-03-2004, 02:36 PM
uh - i cant seem to find it
3 forums but no appleseed thread :shrug:
aurora
02-03-2004, 03:29 PM
Just uploaded Buildings 16, 17, 18, and 19. These are TALLLLL buidlings! I'm gonna start on a series on buidlings of intermediate heights. Between the first 6/7 buidlings and these taller buildings I upload yesterday and today.
aurora
02-03-2004, 03:53 PM
mmhnemo - You need to make sure you log in first then the VIP section should be available. Thats where the Appleseed thread is.
softdistortion
02-03-2004, 04:00 PM
mmhnemo- Aurora Is right about the login! Also, Have you registered yet? (http://softdistortion.com/shirowforum/profile.php?mode=register) Once I get your registration, I'll activate full team access for you! You can login and get to the threads then
aurora- Awesome that you are doing so many buildings...the city is growing leaps and bounds!
TEAM- Another Thank you to you all for your great work lately!!:thumbsup:
softdistortion
02-03-2004, 04:32 PM
Here's a LARGE update on the dropship. Tessalated, > train chase idea!
mmhnemo- activated your team forum membership!;)
http://softdistortion.com/shirowprojectpublic/sidemission1/train_dropship_chase.jpg
jayreef
02-03-2004, 05:51 PM
can anyone confirm that the terminal has not been done yet, because will do it tonight:thumbsup:
have also registered at softdistortion.com, when acct has been activated can look too at appleseeds comments:bounce:
jayreef
02-03-2004, 06:00 PM
installing motion builder tonight, then i can help tessalated, if he still needs it:bounce:
still working on it, will let you know
aurora
02-03-2004, 07:50 PM
I have not anything for a terminal yet.
jayreef
02-03-2004, 09:49 PM
uploading now:bounce:
http://homepage.mac.com/orions8/.Pictures/TERMINAL.jpg
softdistortion
02-04-2004, 03:46 AM
Jayreef- got the models Thanks, and sorry for my mix up earlier with the uploads.
aurora- Got the buildings. They are tall and beautiful! Thanks!
Tessalated- Aurora's buildings 16-19 are converted and sitting in your FTP. :thumbsup:
TEAM- Keep up the awesome work. Aurora and I hope to have a short clip ready in the next week or so. And Tessalated and I are still working on getting the Mission#1 city scenes together. Thanks for your support...it's keeping us pumped and active!:applause:
jayreef
02-04-2004, 06:36 AM
will do the roof top stuff tonight :bounce:
mmhnemo
02-04-2004, 09:19 PM
started a cop bot this evening - lots to do :)
http://www.ninjinkai.de/bagofstuff/copbot_wip.jpg
:wavey:
jayreef
02-04-2004, 10:18 PM
LOOKS GOOD
uploading now
http://homepage.mac.com/orions8/.Pictures/roof.jpg
What you want me to do now:bounce:
softdistortion
02-05-2004, 04:18 AM
Looking Cool Guys!:thumbsup:
jayreef
02-05-2004, 07:24 AM
Direction please someone,........................... i appear to be lost in cyberspace, with no where to go:wavey:
softdistortion
02-05-2004, 12:57 PM
jayreef- ...you guys have pretty well modelled everything....:)...I read you post regarding helping with the animation. Thanks for the offer, we may well call on you for help with human motion sets. Also, You did a super job on the Roof top air conditioner and ducting
In the meantime, I am still waiting for Tessalated to get back to us with any updates.
me and aurora are going to work on the sidemission animation as well.
If you and mmhnemo would like to go to work on mission #2 (the other guys who started it have all drifted off) you could do that as well. Seems like the Copbot for mission#2 is already almost done! ;) < Nice Work mmhneo!:thumbsup:
jayreef
02-05-2004, 01:02 PM
On the way to mission 2 boss:bounce:
colkai
02-05-2004, 02:26 PM
Went off on a tangent when working on my latest van..
How it started...
http://www.colkai.dsl.pipex.com/miscwork/van2f.jpg
where it's at...
http://www.colkai.dsl.pipex.com/miscwork/van2fb.jpg
May well end up doing 2 versions - dunno... see where it takes me..
softdistortion
02-05-2004, 02:49 PM
colkai- Hey, nice work again! with a few tweaks, That van could also maybe double as the station wagon in the vehicles ref. (5th down in the pic- middle of the parked cars in a row)
aurora
02-05-2004, 05:38 PM
Heres a quick heads up. A few of you have asked to see and/or how I have benn building the low poly buildings. I talked about it with Softdistortion and we decided to create a new forum within the Shirow Project Forums for tuts. I started working on the first tut a low-poly building but maybe with a little extra umph to it. In the end it was alittle more then a normal low-poly/detail building. Hence I will be making 3 tut's, a low poly/detail, medium poly/detail, and higher poly/detail (but still less then a truely magnificent building). The idea is for these buidlings to be used in a cityscape layout more so then a standalone decked out lets showoff building. All three tuts will be based on the same building design just adding more poly's/detail as you go along. Word of note the tuts are made with LW 7.5c but the simplicity of making these could easily carry over to 3ds, Maya or whatever. I have to run up to the University to get some books and do some research so I probably won't get the tuts up till tomorrow.
With that being said heres a quick modeler preview of the med poly building.
http://www.auroragrafx.com/images/Posting/MedBuilding_PreTut.jpg
softdistortion
02-05-2004, 06:03 PM
SWEET! Thanks Aurora! Maybe that will help us keep or polycounts down too? LOL...I'll add a lazy man's texuring tut as well. Maybe I can also find the energy to do a texturing tut that carries on where your building modelling tut ends....could be a kinda neat collab tut.:thumbsup:
softdistortion
02-05-2004, 06:05 PM
Forgot to post a quick rough texture of Jayreefs AC unit>
http://softdistortion.com/shirowprojectpublic/mission1animodels/AC-unit-V1.jpg
colkai
02-05-2004, 06:15 PM
Originally posted by softdistortion
That van could also maybe double as the station wagon in the vehicles ref. (5th down in the pic- middle of the parked cars in a row)
I'll make that my next target then once I finish this/these ;)
softdistortion
02-05-2004, 06:32 PM
colkai- :buttrock:
TEAM-Texturing tutorial is up in the team forums:wavey:
mmhnemo
02-05-2004, 07:50 PM
Heyas all,
we certainly are well on our way :)
Thanks for the mini-tut Softdistortion. :bowdown:
I upped a first version of the copbot - id love to get some citique on its usefulness for further processing .. e.g. if its good to texture, animate etc.
http://www.ninjinkai.de/bagofstuff/copbot1.jpg
:wavey:
softdistortion
02-05-2004, 09:10 PM
mmhnemo- HI! Glad you liked the tut.
I took a quick look at the copbot. Very nice form and optimization! You don't really want the legs deforming (which they will have to do if they are one piece) cause it will look like a flexi arm. Each part of the legs/arms should be seperate at it's pivot point. Other than that it's top drawer A#1!
jayreef
02-05-2004, 09:52 PM
AC unit looking sweet Softdistortion:thumbsup:
softdistortion
02-05-2004, 11:27 PM
jayreef- Thanks!
mmhnemo- I uploaded some legs to your FTP... have a look , maybe they can be of some use to you? hope it helps a bit. :shrug:
colkai
02-06-2004, 08:38 AM
Here's one version of the van. I've uploaded it to my FTP area in a ZIP format. It uses the same maps as the previous vans to keep things tidy.
http://www.colkai.dsl.pipex.com/miscwork/van4fc.jpg
softdistortion
02-06-2004, 01:47 PM
Colkai- Again, I like the fin toooo! Looks very nice! :applause:
Aurora- I uploaded the train model for you. If you wanna see if you can get it animated the path is in the last layer.
jayreef
02-06-2004, 05:27 PM
will be out of touch for a few days, all macs at work have picked up some virus called "mydoom", so i am spending the weekend checking my home rig, it may take some time, there are one or two hard drives to check:thumbsup:
softdistortion
02-07-2004, 04:12 AM
Jayreef- A shot of nyquil will make you feel better! :beer: Hope you get it under control.
TEAM
couple textures on another of Aurora's Stupendous buildings.
http://softdistortion.com/shirowprojectpublic/mission1animodels/building10_dark.jpg
http://softdistortion.com/shirowprojectpublic/mission1animodels/building-10comp.jpg
mmhnemo
02-07-2004, 12:23 PM
Heyas,
cool buildings!
The vans are coming along nicely too :applause:
Thanks for your feedback softdistrortion - its really appreciated.
I incorporated your suggestions and upped a second version of mr. copbot. I hope its legs should be properly animatable now and i like the look of this versions legs alot more too ,)
http://www.ninjinkai.de/bagofstuff/copbot2.jpg
:wavey:
softdistortion
02-07-2004, 01:10 PM
mmhnemo Brilliant job! I'll try to take a look today:thumbsup:
TEAM- I MUST to tell you all again what a sensational job you are all doing. The work looks astounding....You can take some pride and satisfaction in knowing that We ARE building recognition around the community, and have already had some offers showing interest in our team!
Thanks and keep with us. Who knows where this could wind up going :buttrock:
Here's a small QT clip of building#10 (http://softdistortion.com/shirowprojectpublic/mission1animodels/building 10.mov)
jayreef
02-07-2004, 10:57 PM
awesome, then again i am sure the project leaders faith and awesome site and all the work he does, helps too:thumbsup:
any idea how busy with polygons smokes meta was, and what app he favoured, really interested to find out:bounce:
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