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tungaunga
10-30-2003, 03:00 AM
Abel Milanes has entered the ALIENWARE Challenge.

tungaunga
11-29-2003, 04:14 AM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1070079243_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1070079243_large.jpg)

study of some elements... thinking in hard and soft materials

tungaunga
11-29-2003, 04:16 AM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1070079379_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1070079379_large.jpg)

another floating element.
maybe liquid environment

tungaunga
11-29-2003, 04:18 AM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1070079525_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1070079525_large.jpg)

tubes of hard and soft material

tungaunga
11-29-2003, 04:23 AM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1070079785_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1070079785_large.jpg)

general environment. hard elements attached to soft elemnts... maybe liquid sorrounding.
chromatic study: hard = red-orange, soft = dark-grey-blue.

tungaunga
11-30-2003, 03:23 AM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1070162582_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1070162582_large.jpg)

material test, some floating formations.

tungaunga
11-30-2003, 03:24 AM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1070162674_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1070162674_large.jpg)

material test, some floating formations.
sorry... I duplicate this by mistake

Segmoria
11-30-2003, 04:14 PM
I like the third's sketch viewing angle a lot, as if the camera is burried inside the roots of the tentacles.
and I'm very fond of that "hard elements attached to soft elements" concept, maybe a mecha-squid ?
waiting to see more

PS. you got a nice sketching style and I love squids !

tungaunga
12-07-2003, 05:26 AM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1070774786_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1070774786_large.jpg)

anothe shader test, showing the soft-hard concept. this is close to what I want the surface to look like, but I think I'll work more on this.

rickycox
12-07-2003, 09:56 AM
The texture looks good, kind of a micro feel.

marcello
12-07-2003, 02:44 PM
i like the idea of materials changing state. maybe you could push the idea further & have the geometry really changing, rather than just transitioning with smooth blends. what about something like the 'particle dispersion' here: http://www.allanmckay.com/ ?

(this is assuming you've got the tools to do such event-driven particle effects, but i'm sure similar can be done with standard particle emitters & forces)

that could simulate a kind of sublimation effect (solid>gas), or maybe do a solid>liquid effect with partcles & metaballs/fluid shader?

tungaunga
12-08-2003, 03:18 AM
are you reading my mind or what? je je je... I went to sleep yesterday (today) at 6 in the morning thinking and drawing about the "geometry dispersion" that you are talking about. looking at my sketches I thought in the metaballs solution, but Iam working in maya 5 and I couldn't find the plugin for this version. so... since Iam working in linux, I think I will construct the geometry in blender (metaballs are part of its options) and then export it to maya (Iam in this process right now)
the images in the site that you linked in your coment are awesom. I used to work in MAX... so... i will see.
thanks for your opinion and suggestions!!!

tungaunga
12-08-2003, 11:38 PM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1070926717_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1070926717_large.jpg)

pushing further the material changing state... thinking in metaballs... maybe particle system. thanks for the suggestions marcello.

tungaunga
12-09-2003, 02:48 PM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1070981279_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1070981279_large.jpg)

this is near of what I want with the environment. I think the general sorrounding is a very light liquid, quasi gaseous. those tubes are very very large and they slowly desintegrate in some kind of liquid... liberating high energy in the tranformation. the resulting floating "blobs" keep that energy for a while...
I have to figure out what to do with the liquid in the right (as you see I concentrate in the left and midle part of the image.
this is also some study of color and deep.

tungaunga
12-11-2003, 12:13 AM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1071101618_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1071101618_large.jpg)

this is my first modeling test of the "changing material tubes". Im using particle systems shaping a very dense metaballs mesh. as you see is a very high-poly mesh... so I think that I will work on various levels of detail (based in the deep of the scene) to reduce render time.
I will tweak more this thing, specialy the transition part (hard => soft). I will see if I can go beyond liquid...

tungaunga
01-09-2004, 10:22 AM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1073643724_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1073643724_large.jpg)

this tubes are simple nurbsurfaces. they are templates objects with deformation history that I will use for the final tubes.
some fog in the evironment to simulate the underwater atmosphere.

tungaunga
01-09-2004, 10:25 AM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1073643923_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1073643923_large.jpg)

ok, I was out for a while...
here are some modeling screenshots of the hard part of the tubes. I was trying very hard (Im still trying) to solve this part with an elaborated displacement shader, but I found better results modeling with polygons... it's faster... in both, the 3d view and the render. Im still trying to do the displacement, since, in that way it's easier to make the material transformation. I will see... maybe I'll end up doing some complex photoshop compositing.
also some material tests.
any suggestions?????? thanks

TheFirstAngel
01-09-2004, 01:10 PM
First, Really cool work here in progress. As I use max the things i say might maybe not all work on maya, but i think the functions should be simular and the way of work just has a different name....

The difference in btw. of textural and modeled displacements except visabillety of what you do is rendertime.

Here's a lil trick I use to combine the 2, besides, I just interpolate where it is required to save resources.

Hope this helps:

Well, done just the last step with a precise displacement and have just the verts there that were required to have all shapes where i want them to be. To save resources, I first optimized the mesh as much as possible. I assigned my referencebitmap on the lowpoly object thats easy to map seemless... then cut to optimize the edges for the bumps manually. Taking care it stays seemless to not to destroy the uwv index. I model in and out the main bumps, then local meshsmooth and model (fractal thinking) on the next level. now, thats enough, the rest is easy. I do NOT place some blindtapping displacementmap on the texture as i prefer to see what I do, I take my referencebitmap and put it as displacementmap into the displacementmodifier. with one interpolation (local meshsmooth) I have a nice lil "verticlecloud" to paint on. I open my bitmap in photoshop now and overpaint it with black or white... everytime I save my image and click on max, I see the effect my "deeppainting" has and it's fun, cuz you airbrush the displacementmap and see the final surface appear almost in realtime.
Was fun to make it and right see the wireframe, no time and performanceeating displacementmap, no rendergeometry, all you see IS real geometry placed exactly where I wanted it to....


Ficolos trick leads into exactly the same method but is a bit easier cuz its not that complex, as i prepare the whole displacement in optimized spline or polymodels first...but the thing is to gain highdefinition displaced geometry without rendertimepushing to death:

Check his method, also works with noise or displacement modifiers:

http://ficolo.altervista.org/suggestion.jpg



In general, just meshsmooth locally and where it's required to create a curvature. And just make things in a still where they get seen. this saves time and resources.

Have fun and keep on rockin!:wip: :wavey: :buttrock:

Segmoria
01-09-2004, 01:20 PM
very nice!
I can only imagine how thick mesh that is.
in terms of polygon numbers I mean, it must be awfull having to manipulate 5-6 of these in a viewport.
but the beautifull result that you have when you really model the details cannot approach that one of using displacement maps instead.

I would make the pattern a bit larger, so as when you zoom out the camera, the detail to be still visible.

waiting to see the final composition

marcello
01-09-2004, 01:32 PM
The individual poly extrusions you've got so far give a nice mechanical snakeskin effect, but I'd go for a procedural displacement effect to give a less uniform patterning. To keep rendertimes down, just use basic lighting/shadowing techniques in conjunction with your analytic/subpoly displacements (just simple hard raytraced point lightsources, & no arealights/gi/glossy translucency etc).

Or if you want to go down the displaced/extruded poly route, why not have a go with more randomized surface extrusions/bevels, like with a 'greeble' type script? (I know these are available for 3dsmax & xsi, probably both freeware, not sure about other apps). Here's an example of a 3dsmax greeble script in action...

http://www.richardrosenman.com/gallery/greeble_room1.jpg

ckrox
01-09-2004, 05:24 PM
hey im a big fan of the displacement part of a material with the newer software of max and maya...you no longer have to bump up the mesh to get the results you need...like renderman...now im using maya 5, so this is where im coming from...i also have done this im max 6 as well....but...if you make a nice tilable texture in photoshop...(take some time and make it really tilable...there is nothing worse than seeing a bad map tile where you see the edges of the map) and just apply it to the displacement node for the material...now if you go to the displacement map in the attribute editor you can control the depth of the displacement if you go to the "color" options and click on "alpha is illumination"...i think...its alpha something....anyway...i dont have maya infront of me but i think you should be able to get though my BS i just wrote...also...for the tubes....you might need to tweek the uv map on it so your map works as it tiles....check out my thread ....i have a few examples...well right now all of my texture stuff up is using displacement. ask questions if you need to. keep up the good work..later....

http://www.cgtalk.com/showthread.php?threadid=102767

tungaunga
01-09-2004, 09:22 PM
thanks for the advises... I will try them. I was traying to render the objects with AIR, a render similar to renderman, and it seems to work way much better than maya or mentalray... with the displacement I mean. but I think that I still will using the polygon objects for the very close elemnts.

tungaunga
01-10-2004, 11:45 AM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1073735099_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1073735099_large.jpg)

displace test... still not happy. dont want artifacts!
thaks for the suggestions people :)

tungaunga
01-10-2004, 11:49 AM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1073735392_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1073735392_large.jpg)

things are geting better... I think. not to hard to manipulate these in the viewport, but I have to do one at once. I will use one render layer for each one.

tungaunga
01-12-2004, 02:19 PM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1073917177_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1073917177_large.jpg)

well... not much to say. I include a depth study to show how the tubes fade with the distance. have to tweak a littel bit more the ondulation and ad some loose elements (blobs).
I'm a little late with this...

tungaunga
01-12-2004, 02:20 PM
also I think that I could change a bit the poit of view of the camera... to add some perspective and make the picture more dramatic. going to build the shaders now..... good night... I mean... morning.

rickycox
01-12-2004, 03:08 PM
That FX looks excellent. Can't wait to see how it comes together.

tungaunga
01-13-2004, 10:39 AM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1073990385_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1073990385_large.jpg)

the soft material... I wanted it kind of micro. it has transparency and refraction, not noticeable in this picture. I'm going to do the hard shader now... and the tranformation.

eska
01-13-2004, 04:43 PM
Beautiful dynamics to it,
very interesting textures.
I have the feeling this worm - like structures are the evolutionary beginning of a anterior/posterior organised world.
Very interesting.
Best:bounce: :bowdown:

tungaunga
01-13-2004, 11:30 PM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074036616_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074036616_large.jpg)

tubes shader.... it took some time... uffff!... keep working... I think that some people here are not sleeping very well this days.

tungaunga
01-15-2004, 12:45 PM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074170727_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074170727_large.jpg)

I'm still having some problems with the rendering, but I already beging to composite the image. here my first try... I dont know if these are going to be the colors... Im working in the density of the liquid (water?)... also I was thinking in puting some very small human interaction... but... well I dont know. still working... ;)

tungaunga
01-15-2004, 01:03 PM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074171819_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074171819_large.jpg)

some details

Ian Jones
01-15-2004, 01:42 PM
Thats pretty cool. The shading work is excellent! Keep going!

nuclearman
01-15-2004, 05:28 PM
A very, very cool effect, Abel. As nice as the renders are, I'm sure a full animation of your scene would really evoke the "sense of wonder."

One quick question: I don't recognize the interface for your shader network; is that a screen grab of the AIR renderer that you mentioned?

So, if I understand correctly, you did the modeling all in Maya, and then took it into AIR for the rendering. Looks like a very nice combination!

eska
01-15-2004, 05:41 PM
Realy NICE:wavey:

tungaunga
01-15-2004, 10:20 PM
nuclearman... the screeshot is from maya's hypergraph... I found that more suitable to post, cuase the hypershade icons are to big. but yes is maya and AIR but this one runs almost in the background.
thanks for your opinion... you are right... an animation of this could be cool. that is what I want with this image... motion.

tungaunga
01-17-2004, 12:21 AM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074298860_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074298860_large.jpg)

I'm in the middle of a lot of compositing and 2d work, although I going to add some other 3d element (like the cell like elements at the begining of my posts). I like more the color and the DOF of the image before this one, but I will take care of that later. here I added some motion blur to the outcoming "blobs". I;m going to ad more tubes in the bottom. also I change the light source to the bottom right, to have a more ambiguous sense of the space. have to work some more in the material transition part.

tungaunga
01-17-2004, 04:47 PM
I think that the JPG conversion made the image darker. :surprised

tungaunga
01-17-2004, 04:50 PM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074358205_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074358205_large.jpg)

I swith back the light to the upper part... I just didnt feel it right. I put some time in the sense of depth... still I have to add some DOF. also worked in the tube's specular lights, and changed again the colors. now Im feeling better whit this image... I hope a can finish on time.
any opinions????

monsitj
01-17-2004, 05:49 PM
very cool image ! I like the green one ( just my opionion) I think the green one in monocrome has more dept, and how you make bloob surface in maya? is it particle blooby surface , just amaze how can you control it and i never think that blooby thing can make this amazing effect ,:thumbsup:

marcello
01-17-2004, 08:32 PM
i like the earlier green image too, especially with the shards of volumetric light coming from the top right of the picture (so they oppose the motion of the tubes). it might also look good if the tubes have an extra transitional stage & continue breaking up into a more transparent blobby surface, or perhaps just make the ends of the tubes fade off into a transparent refractive material?

tungaunga
01-17-2004, 11:47 PM
if I have time Im going to try another changing state. I was afraid that that was going to be too much for the image... still I'm adding some more elements. I will see... yes the greens are the right colors.
thanks!!!

tungaunga
01-18-2004, 11:46 AM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074426369_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074426369_large.jpg)

still tweaking this thing... I added a little sub (just for test). added some caustics ligts on the top of the tubes. also some transparent blobs in the liquid. I still thinking in adding more changing material's blobs in the rigth part of the image.
what do you think????

ah! I was thinking in Jupiter's moon when I choose the title... still thinking.

tungaunga
01-19-2004, 12:05 PM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074513905_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074513905_large.jpg)

ok is almost there... maybe one more post. again... the title comes from the icy Jupiter's moon, maybe with an ocean beneath the ice. I added the little sub at the rigth of the image, later I will post a larger image of it. what do you think about that????
I tryed anoder material changing state, but it was very bad, I am more happy without it.

tungaunga
01-19-2004, 01:56 PM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074520597_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074520597_large.jpg)

lighter background.
sub shadow.

tungaunga
01-19-2004, 02:06 PM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074521202_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074521202_large.jpg)

details

tungaunga
01-19-2004, 02:07 PM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074521252_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074521252_large.jpg)

details

tungaunga
01-19-2004, 02:08 PM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074521338_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074521338_large.jpg)

sub detail

tungaunga
01-19-2004, 03:04 PM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074524671_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074524671_large.jpg)

added some glow and color correction in shake

tungaunga
01-19-2004, 05:30 PM
going out for a while... I nedd a break.

tungaunga
01-19-2004, 05:32 PM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074533552_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074533552_large.jpg)

yet another color correction: freeze liquid.

tungaunga
01-20-2004, 03:19 AM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074568796_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074568796_large.jpg)

anothe CC. I really like this one, I think the colors change are more sutil here, but maybe not too much.

marcello
01-20-2004, 05:27 AM
looking good :) i reckon you should go a bit further with those bright volumetric light streaks, so there's more light areas in the top right of the pic (to balance the strong rimlighting on the tubes). & it'd be interesting to see some transparency or just simple fading on the fragmented end of the pipes. perhaps have a go in post with layering rather than raytracing?

tungaunga
01-20-2004, 11:41 AM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074598897_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074598897_large.jpg)

complete. I think...

these are some kind of organic formations (maybe alive), that I imagine in place like the jupiter's moon EUROPA: a frozen planet with an ocean beneath the ice.
the "pipes" have some kind of energy inside that make it's material and consistence change from one state to another.
a submarine is exploring the place.


Segmoria, riki, the1st_angel, ckrox, eska, Ian Jones, nuclearman, monsitj and marcello... thanks for all opinions and suggestion.
thanks to patricia, my love.

good luck to all!

tungaunga
01-20-2004, 12:07 PM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074600427_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074600427_large.jpg)

sorry...
this is the final image.
I hope that this is not going to be a problem.

miguelf
01-20-2004, 12:20 PM
hey tungaunga

Great work ... the textures are superb and the lighting outstanding . .. great enviroment .... :thumbsup:

The colors are just right ... good composition and balance between the scene objects ... i love it.

see my ALIENWARE final images (http://www.cgtalk.com/showthread.php?s=&threadid=96955&perpage=15&pagenumber=4)

eska
01-20-2004, 02:35 PM
I agree, great and very unusual work. Best luck and be happy:thumbsup: :thumbsup: :wavey:

crazybread
01-20-2004, 05:21 PM
Tungaunga: I absolutely L O V E this image. :bowdown: I worship the concept and execution! I want to eat those things! You have my Vote mate!

tungaunga
01-20-2004, 11:14 PM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074640450_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074640450_large.jpg)

detail at full res.

tungaunga
01-20-2004, 11:15 PM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074640534_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074640534_large.jpg)

.....

tungaunga
01-20-2004, 11:18 PM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074640706_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074640706_large.jpg)

and more details....

tungaunga
01-20-2004, 11:20 PM
http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074640809_medium.jpg (http://www.cgnetworks.com/challenge/entries/3/1044/1044_1074640809_large.jpg)

thanks again to everyone who shared some coments, about this image. I wish you all good luck with the final results of the challenge.
!!!!!!!!!!!!!!!

rickycox
01-20-2004, 11:28 PM
You did it :applause:

The results looks amazing, well done :thumbsup:

kingouto
01-21-2004, 09:05 AM
I think I just might have found the winner!
Supertopexcellent work, love your shaders.

Segmoria
01-21-2004, 12:05 PM
the final result looks excellent. close ups, too!
well done

tr1cky
01-21-2004, 12:17 PM
That's one of the best shaders I've ever seen. Amazing stuff.

pearson
01-22-2004, 07:44 AM
Wow! :eek: Really amazing! your lighting and textures really made the difference (along with the compositing, no doubt). :applause:

You said early on that you used metaballs...are those in Maya now? How did you get the particles to control the metaballs? At first I thought you just rendered the particles as blobs, but that wouldn't give you an editable surface... :shrug:

tungaunga
01-22-2004, 08:49 AM
I used an imported Real Flow mesh. I had to do some research before finding out how to shape my concept scketch. I think you can use Glu3D plugin too, to get the same results.

thanks for the compliments.

Cullen
01-22-2004, 09:50 AM
great stuff.
you have captured the atmosphere perfectly.
good luck.

eska
01-23-2004, 10:49 AM
Hi

You menshaned that you already voted.
How can you do that.
Is our voting already ongoing?
Thanks in advance.
Best
Suzana

tungaunga
01-23-2004, 01:03 PM
check:
http://www.cgnetworks.com/alienware/entries.php

eska
01-23-2004, 01:45 PM
Please help me friend.

How can they make such a mistake.
also, where did you read they are changing mistake what they have done.
Big thanks in advance
Suzana

tungaunga
01-24-2004, 01:05 AM
hey!
I don't know why they did the mistake. I think that maybe is a normal mistake since they have an automate system for the contest.
it was leight who told me that they are fixing the errors.
all the voting is restarting next week!
good luck!
:thumbsup:

crazybread
01-25-2004, 01:23 AM
Tungaunga, Man I love your nickname. Everytime I see it I smile! :)

tungaunga
01-25-2004, 03:21 AM
I wonder... are you a piece of bread... that is crazy. je je je.
I think that this could be a theme for a thread... how all these people found their nick names.
:thumbsup:
:beer:

crazybread
01-25-2004, 03:43 AM
Yeah That's true. So how did you get tungaunga? I got crazybread cause I don't eat any bread. :scream:

pearson
01-26-2004, 06:53 PM
Evidently, you guys haven't seen this thread (http://www.cgtalk.com/showthread.php?s=&threadid=117161) :cool:

crazybread
01-26-2004, 11:38 PM
Not bad pearson, not bad!


Tungaunga: Would you mind letting me know whats going on with this voting thing? Have I missed something? Apparently its suppose to happen Monday. ...here we are and....

hanx mate.

tungaunga
01-27-2004, 12:58 AM
the voting page will be up tomorrow, maybe in the morning (autralia time). I think that maybe my image it won't show up, cause I mislabeled two of my milestones and I dont have neither "Ligthing" nor "Rendering". but is only a lebel error, cause the images are there. it was my mistake. I just wrote Mibus to see if he can help me correcting this.
:surprised

here is the last thing that they said about the voting: (Mibus post)
www.cgtalk.com/showthread.php?s=&postid=1106361#post1106361

:surprised

tungaunga
01-27-2004, 02:12 AM
oh! the voting begun... fortunately I'm there.
good luck to all!
:bounce: :thumbsup:

chach
01-30-2004, 03:26 PM
Excellent work.
Very compelling.

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