View Full Version : PA Challenge - Character/Environment - YemYam
02-07-2002, 08:17 PM
Where she started on 2-4:
Click Here to View the Spida Chic (http://www.yemyam.com/wip/spidachic1.htm)
Hi guys, I actually got a little head start on her, started the last week of Jan. I still have quite a bit to do on her and of course texturing, etc. I am also going to create an environment for her so will be doing quite a bit of totally new work for the challenge.
I think she's a perfect contestant but if you want to move the thread to general 3d feedback because of the head start I totally understand. Just looking for feedback more than anything.
Thanks in advance for your comments.
Wow very mutated :)
Nice modell and so much details. Pretty cool !
Can you make some detail shots. Please :D
02-07-2002, 08:34 PM
Spida Chic Detail Shots (http://www.yemyam.com/wip/spidachic2.htm)
Here are a few more detail shots. I'm going to add some more mecha detail to her back and rework her venom injector arm then start rigging and texturing. Then it's on to her apocolyptic mecha/organic spida cave.
02-07-2002, 08:34 PM
1st off, it's gorgeous.
second, if you need anything changed about a thread, contact a mod next time ;)
and last, still deciding wether or not to let you enter with this piece. I mean, a little headsteart is ok [most had cause of the 3 days between the start and the announcement], but a week and a half week is kinda stretchin it in my opinion . . .
02-07-2002, 08:38 PM
Well, I totally understand your decision either way. How about you let her stay and her environment is the entry? Similar to how pascal is repurposing his girl and building the new creature/craft?
Either way, I understand and appreciate your decision.
I think your fine you were honest about it , just note that its an old model and your fine ! i think its great work so make the rest just as good ;) since the model is so strong you have alot of work to do to make the scene the center of ataention LOL good luck
02-07-2002, 10:13 PM
One last post to figure out the imbed image and I'm on to the environment.
02-07-2002, 10:19 PM
Hey Im one of your students:D
This has really got very detailed since I saw it Friday.
I cant wait to see the enviroment.
02-07-2002, 10:29 PM
Thanks, yea I haven't slept much (if any at all) since I started it. Once you get going it's hard to stop if the polys are flowing. I'll update again later tonight.
My jaw dropped when I clicked on the picture link. Very nice details going on there. It has a very "Matrix meets Ghost in the Shell" style going on. I likes!
02-08-2002, 01:01 AM
wow dude she's creepy, very cold and eerie! I like it!:D
:eek: :eek: :eek: it's :eek: very beautiful
02-08-2002, 02:58 AM
First off, EXCELLENT model.
Second: Why not just make his submission deadline 1 1/2 weeks early? I hate to see this fella penalized after all this work.
Just my opinion.....
02-08-2002, 03:05 AM
Awesome design...The headstart does kinda bug me..but looking at the model makes me think that it COULD be excusable...
02-08-2002, 03:14 AM
The modell is great. The best i have seen so far in this challenge.
Is your signature an excerpt from a dead Kennedys text?
02-08-2002, 04:25 AM
Oooooh man.. this is truelly beatifull, so detailed... if anyone has complains about the contest entry... i'd say that person would be jalous :P Cuz IT ROX!!!!!!!
Reminds me about matrix too! The sentinels... very nice!!!!!!!!
02-08-2002, 04:29 AM
:eek: she is GREAT ....please post soon your progress
very nice IIIIIIHAAAA!
02-08-2002, 04:33 AM
very nice. show more please.
I think the model kicks ass personaly!
but as far as the entry goes all we asked was that something be based on the theme fo the challenge to go with the character !
This way someone cant complain about him starting before he knew what the challenge was about
This way so we dont end up with a bunch of peoples old models it is a modeling competiton based on guidlines other wise theres the 3d forum , nobody said not to put it in, its cool defiently enter we just wnat to make sure that something was modeled after reading what the competition was about so we dont get models from 1997 , this way we get to see this guy make a kick ass enviroment to go with it
There shouldnt be anything negative here the model stays ! and this guy let everyone know perfectly honest, we are just trying to prevent copycat syndrome im sure you can understand
02-08-2002, 09:56 AM
Hi guys, wanted to give a little update and a little backtrack before I proceeded with the environment (the thing I'll be judged on not the spida chick).
I missed out on the pirate challenge but knew I wanted in on the next one so I started playing around with ideas. Here's what I had when the 1st rolled around and the initial challenge concept was revealed.
I started to get ideas on how this could fit the challenge guidelines and this is where I got to by the 4th (the official start date).
At this point I started to finalize ideas and finally got the guts to enter so I continued on. Here's the overview of my concept:
It's the year 2066 and it's one year after the third world war (nuclear of course). Dr. Harp is a top secret scientist for the government that went renegade after he discovered that his inventions and discoveries had been used by the government to initiate the third world war. He and his crew of 4 loyal workers defected and set up a secret underground laboratory where he began experiments on alternative power sources and cures for the many diseases that now ran rampant across the earth (trying to right his inadvertant wrong).
Dr. Harp also had a daughter Jen, who was 7 at the time of the war that he took with him to his new secret lab. Two years later Dr. Harp discovered a new method of power by combining radioactive rain and a synthetic chemical that he manufactured. Shortly after, Dr. Harp's crew were out on a radioactive rain recovery detail when they were attacked and killed by a band of mutated humans looking for flesh.
Dr. Harp already had a series of automated machinery and assorted gadetry so he began to build small "spidabots" to assist with his experiments and manufacturing. He also programmed the spidabots (and every other piece of electronics and machinery) to protect his daughter Jen. It wasn't long before the mutants discovered his power source and attacked his lab. Dr. Harp was killed and Jen was almost killed as well (although badly maimed from the waist down) before the spidabots overcame the intruders and tore them to pieces.
Apparently Dr. Harp's programming techniques were extremely advanced as the spidabots developed a paternal instinct to Jen and began to rebuild her in their own image (in addition to replicating themselves). It's now 2099 and Jen has developed into quite the spidawoman (sorry, couldn't help it). Her only goal now is to continue her fathers research while warding off the mutant attacks on her lab.
Phew! Asleep yet? I know it's a little much but I wanted the concept fleshed out so I had a concreted vision of what I needed to produce. Anyway, enough blabbing, now on to the modeling.
PS - Thanks to everyone for the positive feedback. I'll need it (and lot's of coffee and beer) if I'm gonna pull this off. I'm planning on turning this into a 3-6 minute short to instruct my students with so my goal is to get all of the modeling and texturing done by March the 8th then go on to animating, rendering, & editing.
And yes, YemYam is from the Dead Kennedys, one of the best punk bands ever!
02-08-2002, 10:05 AM
And Im one of the lucky students:)
This really great Mr Hayes. Its very rarely that I get to see my teacher's work if at all. The story is really good and I hope Im in the class next quarter that your teaching this.
02-08-2002, 02:40 PM
Here's my start of the environment. It's going to be the back center of the room, kind of a toilet thing that she drops down and locks into to feed all the little spidabots. Or maybe it's a sports cup?
02-08-2002, 10:25 PM
Here's the finished bug toilet/spidabot feeder.
02-09-2002, 09:13 AM
Here's the first cut of her spidabots.
Takin the night off but will start on the interior of the lab tomorrow. I welcome your feedback or questions!
02-09-2002, 09:21 AM
02-09-2002, 04:22 PM
02-10-2002, 04:29 PM
Hello all, first off I want to say what awesome stuff everybody is cranking out for this challenge. I'd love to post props on many of your threads but have been busy modeling trying to keep up with all of you.
I've totally reworked the venom arm, polished the toilet base and other misc. tweaking. These are the last shots I'm putting in of the spida chick until I have the environment done so I've included a few. I hope you like them and as always welcome feedback, questions, etc. Thanks!
02-10-2002, 10:27 PM
may i ask how long did it take you to make? summarize weeks and days into hours, the hour's you approximatly worked on it.
just wanna check out if my modeling is slow or is it of a normal speed.
it's great btw :)
02-10-2002, 11:31 PM
Thanks for the question. A little hard to tell but check the wireframe shots on the "Little Update" to see where I was on the 1st. All the rest was done between the 1st and today (the 10th).
As far as the hours, I have worked on it every single day since the 1st at least 3 hours a day. Most of the time it was closer to 10-16 hours per day and I've also pulled 3-4 all nighters since I've started.
So pretty much every free second I've had outside of the classes I teach at school. If I had to guess I'd average it out to 10 hours a day (100 hours) from the 1st to the 10th. Previous to that I was just playing around with ideas and spent around 30 hours on it starting the last week in January (again, I'm only getting judged on the environment since I had already started on the spida chick before the challenge started).
A few stats about my methods:
- 3d Studio Max v 4.26.
- It is 85% Subdivision Surfaces (with a decent amount of renderable splines thrown in).
- Working in Edit Poly mode with a custom Maxscript/Plugin driven strike menu using a set of special tools for Edit Mesh and Edit Poly. This custom UI was put together by our head 3d animation and design instructor "THE Eudy" and is a HUGE reason as to my speed increase. Using this custom UI I work 80% in expert mode with additional UI and shortcut tweaks customized as neccessary.
- The chick body and head was built with reference material poly by poly.
- A lot of the organic/mechanical objects were created with low poly primitives. I start with a low poly primitive, convert to Edit Poly, sculpt it a little at the sub object mode, then start tweaking with different parametric modifiers (bend, stretch, ffd, etc.) Collapse back to Edit Poly, hand sculpt a little more, then repeat if necessary. I then usually collapse a 1 iteration mesh smooth on it and add the final level of detail.
- The rest is just using simple primitives and modifying them at the sub object level after converting to Edit Poly.
I hope this sheds a little light on the situation. Before this year I was still trapped in corporate hell and only got to play with Max in my very rare spare time (I started toying with it in 98). My biggest speed and productivity increases have come in the past month using Max every single day on a full time basis.
Needless to say I've been possessed/obsessed with this project, it's just getting fun because the tools have finally become transparent and I can focus on the creative end versus the technical end of things. I'm also very inspired by all of the incredible art on this site and want to crank some cool shit to try and hang with the other extremely talented artists in the challenge.
Please let me know if anyone else has any questions/feedback, I'd be glad to share any techniques!
Thanks again for all of the positive comments.
02-10-2002, 11:37 PM
dude that is sick!!!! I 'm in shock!!:eek: :eek: :eek: :eek: :eek:
02-10-2002, 11:45 PM
Holy crap 14 hours in a day!! Now thats why this is a CHALLENGE, and boy do I feel like a slacker! the amount of deatil is exalent as is the modeling. Only crit woulod be the "toilet" I think it might need a little more suport under and around her to keep her up. Oh and keep up the good work!
02-11-2002, 06:36 AM
This stuff rocks.
You say that you teach, where do you teach?
Did you work from any sketches or did you go from scratch?
02-11-2002, 07:30 AM
I teach at the Art Institute of Dallas. I teach a number of topics but my focus is 3d Animation and Design (my passion and preferred media of choice).
As far as the concept art, I described my concept to a few of my talented pre-vis students and they each took a different approach to some of my ideas. I incorporated parts from each design and then took creative license with other areas. A decent portion has been created on the fly because I am trying to pull off a full "scene" versus a single character so it's important for me to be able to make adjustments as neccessary. I will post some of these pre-vis sketches in the next day or two so you can see the influence on my work.
I am also a huge fan of many 3d and non-3d artists that inspire my work and think they should be given credit as well. Just a few off the top of my head are Geof Darrow, Yasushi Nirasawa, Shunya Yamashita, Brom, Giger, Frazetta, Frank Miller, etc. The 3d artists are everyone in this challenge and the top professionals in the industry, too numerous to mention.
This challenge has multiple purposes for me - 1: Get the competitive art spirit going and try to produce some cool stuff. 2: Get feedback on my own art and try to progress with my 3d skills 3: Produce some cool 3d that I can utilize to teach technical and creative topics for my classes. 4: Encourage my students to get involved with the 3d community and get feedback on their own work.
So .... with all that blah blah blah out of the way here's the latest version of the spider bot ... I'm actually going to sleep tonight so the next update will be later tomorrow.
Thanks and hope everyone is enjoying my stuff. And please post crits! I know my stuff needs work and has a long way to go so if you post props please post constructive crits too!
02-11-2002, 07:37 AM
Well its hard to find stuff to crit, but as far as the spida bots...
I dont know if you just hadnt gotten their yet, but the eyes are just sitting there maybe add something to encase them. You're probably already on that though:)
I also think the chords on the back of the spida bot could be thinner.
Man, that's just WICKED!!! I'm starting to overuse that word but it's just all I can think of concerning your stuff!!
I really love the spidachick! I don't care if you started early...it still deserves to be judged together with the scene in my opinion, there is just too much blood and sweat (and sleepless nights) involved.
I liked your story and always find it great when people make up that kind of stuff. It helps focusing on what's needed for a set character if you know it's situation.
I pulled off two allnighters in a row last challenge and really don't feel like doing it again...you still have enough time left, give your body some rest :)
With all that detail in the mesh I really think you should give her a GI render treatment in the final...get VRay, Brazil or whatever...just DO IT :)
02-11-2002, 01:34 PM
Very Very Cool !! I love the amount of detail you have in your
models, I love detail myself, and that's COOL !! LOVED The Spida
Chick, pity that's not gonna be in the challenge, would have set
a few heart racing a little faster. *grin*
02-11-2002, 06:36 PM
is it normal that the spider bot have only 6 legs... ???
02-11-2002, 07:20 PM
Wiro - thanks for the comments, and yes, I will find something to do the final GI renders with. The ones I've posted so far are obviously straight out of max with crummy lighting. I have waaaayyy to much to do to worry about renders at this point.
The spida bot is still in progress so yes I will fine tune it a bit (thanks for the eyes comment) and the hoses and other details. The reason why there are only six legs right now is the additional two appendages are actually going to be "worker" arms that have different tools/weapons for manufacturing/defense, etc. I hope to have them done today so I can start roughing out the interior of the lab.
As far as the spida chick, hopefully they will count a little of her in the challenge because many, many hours have been logged on her since the challenge officially started on the 4th. I think they will understand once I have the whole scene done and they see how it fits in with the challenge guidelines. I already had a rough concept previous to the challenge but the challenge guidelines are what pushed me to solidify everything in the direction I did and make it what it is today!
Thanks for the comments!
02-12-2002, 03:52 PM
Your work is really impressive.
I'm trying to understand how could you work so fast ?
Do you have premade articulations or something like that to make the legs ???
The mechanics parts seems so realisms. Without imagination we can see them move and work just as real mechanism.
Can you detail your modelisation technics ?
i'm really interrested...
02-12-2002, 04:22 PM
Thanks for the comments ...
I was in the middle of posting. Finished the spidabot and wanted a little gratification but no time for fancy render so I spent a few min in pshop posting a little. Hope you all like.
As far as my techniques, I revealed a few on page 2 and will gladly share more tomorrow but now am about to collapse but wanted to get pics up.
I promise I'm starting on the environment now.
02-12-2002, 04:49 PM
As everyone has said, amazing models!
I think its almost impossible to crit the models as they are so detailed its overwhelming. It would be almost superficial to criticize a collar bone or the pipes going down the sports cup as they are so insignificant to the mass.
and thats my general crit... overwhelming. The eye tends to get lost in a maze. but i guess this comes down to preference, obviously some people like getting lost in detail and enjoy absorbing it.
Personally I think it would be cool if you could get a bit of a balance to the detail.
Anyway, thats a very broad criticism, as i said, its a fully amazing model .
02-12-2002, 04:59 PM
Yes, I know where you're coming from Krugar. Hopefully I can get that balance in the final composition for the scene. I know I'm heavily overmodeling things but I'm kinda trying to model as much as possible to brush up on my skills.
I'm just going with the flow and having fun, trying to get into as much trouble as possible modeling, texturing, rigging, animating (much less getting all of the elements into the same scene) etc. Paint myself into a corner so I have to deal with the mess so I'm prepared when my students get there .
Thanks again, more semi-tut and lab update posts tom ... today.
02-12-2002, 05:10 PM
ahhh, i see. well you'll certainly have your hands full rigging and animating that baby.
Your avatar is scary by the way.
cool website, some awesome work on there
02-12-2002, 09:47 PM
Well I think the bot is coming along great. One thing that bothers me is the chainsaw. It looks like the teeth should be facing the other way. Im not sure though, I couldnt find a reasonable pic. I thing the bot is missing something in the middle, right under the mouth. I think you should add a bunch of little appendages and worker arms comming out of there. Or if not that change that bar design.:)
02-13-2002, 04:14 AM
TwoFlower and anyone else who is interested. The approach to the leg (or any robotic appendage) is actually extremely simple once you get the concept down.
All of the modeling on the leg is simple primitives modified after converting to Edit Poly. Some are shaped then meshsmoothed then shaped some more (like the organic shaped armour plates) and others are just pushing/pulling verts on simple cylinders. If you break down the geometry on my leg it's very basic. I don't really use any reference I just kind of fake it and try to make it look cool while keeping it at least feasibly functional.
The next step is to attach any parts that will move together as a whole segment of the leg. You can do sub linking or other methods but attaching is the simplest, and you can still map individually at the sub object element mode. The best method is to cut your mesh smooths then attach groups with the same iteration then link ones together that are different. This way you can animate with them all turned off except for render time. Depending on your smoothing groups this may or may not be a problem, like how I screwed up and collapsed a 2 iteration mesh smooth into the top half of the leg - I'm sure it will come back to haunt me when I animate.
Next, re-set all of your object pivot points where the pivot point is centered on the pivot object that you are going to link to (like the knee pin). Depending on how you modeled sometimes you have to reset the Xform then collapse back to edit poly then reset the pivot.
Once you have that done simply link the objects together from the outside in and presto ... robo leg! For stills you can hand pose it as is but you probably want to set up axis constraints before animating. For example, the ball joints can move any direction (within reason) where the knee joints only move up and down.
Hope this helps a little, it really is easy stuff and fun! Let me know if you have any more questions. I'll post later with some new stuff, thanks for everyone's feedback!
02-13-2002, 05:25 AM
Hey guys, wanted to get every/anyones opinion on the scale of the spida bots. I attached a pic of what I was initially thinking but wanted to get some feedback. There are going to be 3-4 fully functional spida bots in the lab with a few more that have been destroyed or dismantled from the attack on the lab when Dr. Harp was killed. They need to be big enough to do manufacturing/maintenance as well as be intimidating to intruders. However, I envision them fairly small - maybe waist high to a human? Keep in mind that her human half is still human sized, she just has the spida parts.
BLC - the chainsaw is on a 360 pivot so I accidently turned it around for the pose, so yes, the teeth are facing wrong. As far as the grill, I agree, it needs to be reworked. I'm not sure if I'll add more tools or not though, it will depend on the scale of the final bots. Also, each spida bot will have a unique set of tools/weapons, each designed for more specialized tasks.
Another comment on the detail, hopefully a lot of this will be addressed when I texture and light, for example what looks like 5 bars now may only be 2 bars with the rest semi-transparent tubing which will greatly affect the percieved level of detail. Needless to say I will have to fine tune everything quite a bit to make it artistically appealing as a finished animation.
Thanks again and please post opinion on bot scale!
02-13-2002, 06:23 AM
02-13-2002, 09:23 AM
I think the size is looking good, but I also think it depends on the size of the enviroment it will be in.
How will these bots be placed in the enviroment?
Will they be stationed on the ceiling and just be lowered to the ground when required?
02-13-2002, 09:58 AM
Here is the start of the reworked feeder. It is going to be a main component of the room so I wanted to flesh it out a littlle more. The main structure of the lab (all the walls, doors, etc.) should be done tonight so it will give us a better idea of the scale needed. Will post early morn the results.
Great model. Too mechanic for me but its a lot of work and i have to give you lots of props. For the organic part you should make the hand little bigger. It doesn't have presence with all those mechanical parts :)
I am going to Art Institute in Schaumburg. Love to see some good 3dmax models. I would like to know how many polygons is so far. Can you rotate that thing in 3dmax :).
Keep it up
too much there for me but awesome anyway.
02-13-2002, 08:02 PM
The current scene is at 405,113 faces and yes, it is getting a little hard to manage. But again, this is an exercise for me so it is forcing me to learn ways to work smart - individual display properties for objects, selection sets, groups, good naming conventions, etc.
By going to the extremes I'm kind of giving myself a "trial by fire" type of training in Max. If I'm sloppy with a small file I can get away with it where if I'm sloppy with a scene of this size I'll get royally screwed so it's forcing me to do it.
As far as the detail, again, I promise I'll ease the strain on the eye once I get everything mapped and lit. The way I'm going to shoot the animation will also have a big effect on how successful the piece is.
Well, no interior of the lab yet, I was planning to pull an all nighter and get it done but passed out after I got some food in the tums. Oh well, maybe next time.
Thanks everyone for the feedback.
02-13-2002, 10:02 PM
wow 400,000 is alot of little poly's....good stuff, the style doesn't necessarily appeal to me, but i can appreciate good 3-D work when i see it
02-13-2002, 10:09 PM
Man, Just had to post when I saw this... and you...
I graduated from the Art Institute of Dallas in '99, And I knew the Eudy!
I went for animation and got the degree in animation, but ended up going into a job doing Web Dev and internet programming....(which I was layed off from a few months back)
I'm just recently starting to rebuild an updated 3D portfolio...but after seeing your stuff, I almost dont want to bother....
good work man.....I hope you win.
02-15-2002, 12:57 AM
I had to take a little break to take care of my loved ones (hi spidawoman), laundry, dishes, etc. but managed to squeeze in a little work. Here's the rough interior of the lab. Most of my time has been spent working out scale issues and deciding how big the interior was going to be. Keep in mind this thing will be full of tons o equipment and stuff but this is the basic structure.
The spida chick will have a large mechanical arm attached to her back that will pull her up into the shaft over the feeder in case of trouble. It will also allow her to access a specific radius of the room around the bot feeder to operate machinery and assist in warding off mutant attackers.
Let me know if you have any comments/questions/suggestions.
02-15-2002, 01:03 AM
wow, awesome style, nice work!
02-15-2002, 01:44 AM
Thanks for the positive comments. And Titan - glad to see you're getting back into 3d. I encountered the same thing where I got sucked into corporate america and the web dev thing. You should definitely keep working at it, everyone is in a continual learning state so stick with it! The market dried up a little here in Dallas but if you're stuff is tight enough you'll get a gig!
As far as winning, I'd have to be extremely humble and say no chance in hell. There are way too many talented artists in this thing now but it still helps to push me and strive for more.
Thanks again for the comments, another post later tonight!
02-15-2002, 02:00 AM
I love the lab. The dimensions are great. One comment though.... the humans are a bit... well, they could use more detail.:D :D :D
Awesome work!!!! Love your style.
(Boy... I wish I had MAX)
02-15-2002, 05:29 AM
That are really heaps of polygons now - and you say you want to add tons of equipment ? Man, what kind of package did you use and what is you rendering-platform about ?!? I´m really interested in the features of your PC (you don´t use an I-mac, don´t you ?) !
That will be a lot of work to texture the whole thing - hope you have applied mapping-coordinates before you´ve put them together *g*
Can´t wait to see more !
02-15-2002, 06:21 AM
I'm interested in those tools that Eudy wrote.....is it a custom Max script....It is possible I could get a copy?
I remember the marinette expressioins thing he set up for animation..that rocked!
I'm sure I'll stick with it, just a little discouraged at the moment.
I always bump into people we graduated with , like down in deep ellum, and their like "I tried the corporate thing and now I'm drawing Tatoos...", or "yeah I worked at such and such game company till they tanked..."
Its quite discouraging....
So I'm just taking it slow, trying to put together some new models, mostly high res character stuff, and some high res environments for a contract feature I'm involved with....Do they teah combustion at the art Institute....been learning that lately. Actually saw Eudy at the discreet Demo a few weeks ago, but didnt think he'd remember me so I didnt say anything to him.....
Great Pics man, I get a serious Matrix feel from them. Can't wait to see more!!!!:)
02-15-2002, 08:16 AM
Actually Titan I go to AID. and I believe the tools are just a compilation of meshtools, polytools, and spline tools. All of which you can find at www.scriptspot.com
I dont know if Eudy did anything else to the tools but I cant tell a difference. Correct me if Im wrong YEM-YAM.
Nice work on the lab also:D
02-15-2002, 10:48 AM
Titan you should have come up and talked to me. I never forget a pretty face. By the way at the discreet demo YemYam was sitting right next to me. blc318 is partially right about the scripts. The tools that YemYam is talking about are Spline Tools, Mesh Tools, Poly Tools, Symetry Tools and the Blur Scripts. There are a couple of others in there too as well as a handful of plugins like Texporter and TexMap Clipboard. I have created a couple of scripts to launch the help html files on how to use the tools. But the main thing I have done is create a custom striking menu that allows you to access all of the scripts at the click of a buttom which really streamlines their use. And by the way, yes we teach combustion at AiDallas.
02-15-2002, 11:18 AM
Good to hear from you....
Thanks for the info.
Next time I'll be sure to come say hi!
02-15-2002, 11:39 AM
Thanks for clearing that up Eudy, I wasn't even sure what all I had. I'm still experimenting with it and seeing what everything does. I do know that everything I've used so far has sped me up quite a bit. Don't know that I'm a fast modeler but I'm definitely faster than I was before.
Anyway, I was getting a little discouraged with the interior of the lab so I took the cop out route and kicked some new renders. I was just seeing a lot of nice renders and realized how f'in crappy mine were. These aren't even close to GI but should be a little cleaner than what I've posted in the past.
Plus, anytime I'm feeling a little lull in the motivation dept. (especially with all of the incredible artists that are pouring into this thing) it helps to kick back and kick a couple o renders.
Enough blah blah, time to wrestle that lab to the ground. Sorry for the redundancy, promise some new stuff in a few hours.
02-15-2002, 11:51 AM
I hear what your saying. I was getting real frustrated with my guys head proportions so playing with rendering helped me unwind from it. Any ways if you dont update your post twice a day it gets thrown to the next page
Edit: I didnt know all that was in there Mr. Eudy. Ill have to get those.
02-16-2002, 03:10 AM
Got to do a little more work on the lab. Starting to get the interior finalized in structure so I can start filling it up. If I don't get to texturing and lighting soon I'm gonna be screwed.
BASSit - I'm running max 4.26 on a brand new chunky pc running (gasp) winxp. I also have 2 other pc win2k boxes one for secondary modeling and rendering and one for web dev, updates, email, etc. The scene isn't that big of a deal because I've kept it clean with proxy objects, grouping, selection sets, etc. so it's easy to juggle the elements depending on what I'm working on.
Looking to crank some serious hours this weekend so more significant updates to follow.
02-17-2002, 05:28 PM
Was modeling on lab but got burnt so started on textures ... let me know what you think. Also check out THE Eudys groovy new strike menu. Thanks!
Comments/Crits Please ...
02-17-2002, 06:01 PM
it´s amazing how textures make a difference...
BTW: Do you know how to apply different map-coordinates to a single mesh in 3D Max R4 ? I know how to texture different faces with different textures - but how do i change the coordinates ?! You haven´t used procedural textures, don´t you ?!
If i have the permission to make a critic, i would say that the bump on the side of the face is a lil bit to deep (just my opinion) - the venes looking great painted but decrease the bump-amount a little...
Wanna see more !!!!!
02-17-2002, 06:08 PM
Man you're crazy!!!! (in a good way). That is AWESOME level of detail, both in the modeling and the rendering. I love the vein map the way it is.
One opinion though (like bellybuttons... we all have one). I think there should be some sort of a grunge/dirt map applied to the place where the mechanical arm meets the skin. They seem kind'a separated. Should the skin be deteriorating a little? Should the rust rub off a bit? Don't know... just my 2 cents.
02-17-2002, 10:50 PM
Hello all, thanks for the feedback. Yea, there's still quite a bit to do to fine tune the textures. I started to make the transition from the mecha arm to the shoulder more natural but had problems with alignment so I put it off till today.
BASSit - To get multiple textures on a single mesh simply apply your uvw's at the subobject level (select a group of polys then assign the uvw). Be sure you assign each sub object selection & uvw a unique map channel and match the map channel with the desired map applied. Right now I have three on the body (the head, body, & arm) but might add more later to achieve better detail. Add your mesh smooth at the very top of the stack.
I will have updated textures and new shots of the inside of the lab later tonight.
02-18-2002, 12:19 AM
Thanks man !!! I think i got it . . . will try it on my half-finished female ;)
Keep up that brilliant masterpiece of millions of polygons :D
02-18-2002, 12:40 PM
Can I have your babies?
I'll get the operations
02-19-2002, 07:13 PM
Hello all, another little update. Have the spida chic close to finished just need to tighten up some sloppy mapping. The spida bot will be next and should go pretty quickly as I'll reuse many of the maps created for chickee. I've also made some progress on the lab but nothing significant yet to show.
As always, I welcome your questions/comments.
02-19-2002, 08:00 PM
though i don't really like the texturing of the legs, they don't look metalic to me, too much rust i guess. i suggest making them kind of silvery metal with really rare spots or rust like somewhere at the joints... just my opinion
it still is great
02-19-2002, 08:33 PM
Now, that's texturing!!!! Awesome work... as always.
One dumb question here... How did you model the leather straps so that they would curve naturally and mold themselves to her body??? Is there a trick I don't know, or was it just done painfully tweaking and turning?????
I'm having the same problem here... can't get the straps to 'sit' on my model...
02-19-2002, 08:43 PM
The Rev. - I tried a couple of different ways ... first I detatched polys from her body to object and tried extruding/tweaking but had trouble cause her chest polys are vertical and I needed the strap more diagonal. What I ended up doing was starting with a thin box 9x3x3 then using FFD4 to tweak it into shape (then apply a mesh smooth of 1). The FFD gives it more of a natural curvature because you are working at a higher control level than the sub object. Once I had it roughly in position I collapse to poly and do the final positioning at the sub level.
Vic3k - yea, I'm not too sure about the legs either but I'm going to put off the final texture tweaking until I get her in the final lit environment and establish the global palette for the scene - that will have an effect on how I polish them up.
Thanks for the comments/suggestions, let me know if you have any more.
02-19-2002, 11:00 PM
The texturing is looking great. I really like the look of the metal. Only thing that stands out is the nast seam where the right arm meets the torso
02-19-2002, 11:22 PM
Holy crap, That is great!
You simply amaze me, mostly because I know I could never model that kind of detail and mechanical stuff.
Keep up the great work!
02-20-2002, 01:34 AM
ok.. I'll be unabashedly ignorant here... What on earth is FDD4????? I am an Electric Image user (on a Mac) (probably the only EIAS user here...) and there is no FDD4...
What is it? Is there an equivalent???
02-20-2002, 01:45 AM
Hey the Rev. - i think i can help...
FFD4 is a modifier in MAX that creates a box around the selected mesh with 4x4x4 controlpoints. You can modify them and the mesh will follow. That´s all ! Dont know how this is called in your package !? Maybe you know now.
If i am totally wrong just blame me ;)
02-20-2002, 05:01 PM
Another way to accomplish the strap on the body is to use the script "Draw Poly 0.01". This script allows you to draw vertices snapped on a surface (draw them counter clockwise) and when you right click it will create a poly. Then you can extrude it to give it depth. The script was written by Herman Saksono. You can get it at ScriptSpot.com in the modeling section or his web sites url is http://maxres.vi2.com/scripts/drawpolygon.zip. I have it in a striking menu so it is really fast to use.
02-20-2002, 07:27 PM
Yes Rev, BASSit was dead on ... that was a Max specific command, and so is the one above. Sorry to include app specific stuff.
And thanks Eudy ... I told you I still haven't explored all of the goodies in there. I'll definitely try that next time or might even go back and rebuild them.
02-20-2002, 08:45 PM
not only am I unable to use the script above, or use FDD4... I cannot even right-click!!!!!!!! (Newer macs do not even have buttons!!!!)....
O well.... back to the drawing board.:confused:
02-21-2002, 03:20 PM
Thanks for all of the incredible artwork in the challenge, you are all a great inspiration. It is because of you I can't sleep you bastards! Just joking ... kind of :eek:. Finished rough textures on spidabot. Hope you like. Too tired to write but please post comments/crits/questions. Back on the lab now, new posts soon.
02-22-2002, 03:59 AM
A few friends of mine requested high res wallpapers (1600x1200) of the latest. They are not quite as discriminating as us so I slipped one by them ... :)
It's scary to see them that big, every screw up hanging out there for everyone to see ... oh well ... keeps me humble.
If you want to see every single flaw in my modeling and texturing go to:
High Res Yikes Renders (http://www.yemyam.com/wip/yemwall.htm)
I plan on cleaning everything up once I get them into the environment so bear with me.
02-22-2002, 04:08 AM
That´s a nasty chainsaw!
02-22-2002, 04:36 AM
Wow - excellent work. Love the model. Kind of Geigeresque,... :)
Do you mind me asking what application you're using for doing it ?
02-22-2002, 09:45 AM
Darshan, it's Max 4.26. If you look at earlier pages in this thread you'll also get more info as far as tools and techniques within max.
Thanks everyone for the comments! I'm frantically working on the environment now and will post pics as soon as I make some decent progress. When I do environments I model, texture, and light at the same time (versus in stages) so it takes a little longer to get showable results.
I am thoroughly enjoying everyone else's art on the site, the challenge just keeps getting better and better - thanks for the inspiration.
02-22-2002, 09:51 PM
Remember a few posts back I said I was going to post some of the concept art by my students that inspired the SpidaQueen? Well, I finally got around to building the page. Check it out, I think you'll like it!
Click Here For Killer Concept Art (http://www.yemyam.com/wip/concept.htm)
02-23-2002, 03:16 AM
You must be a freak ;) Really amazing work !!! Can´t wait to see the action in the labor :D
And thaks for the wallpapers - they are quite coooool 8)
02-23-2002, 03:23 AM
Great Texturing !!!
I like the latest one the best - the Blueish tinged one.
Constructive critisism = I agree with the metal not looking metal enough. I tend to have a dark streak in me, and with such a dark model, I'd personally like to see it textured in a darker, more sinister fashion. For example, something like H.R.Geiger work, or the Matrix, etc,. The modelling is perfect though - Flawless ;) I love the tattoo things you have going on the arms, etc ;) Great!!
02-23-2002, 03:47 AM
It will be animated. That's always been the focus for me - to finish a fully animated short versus just static models. The PA challenge is a motivator for me to get it finished quicker than I normally would (in addition to giving me the concept guidelines to flesh out the story and plot).
The spidabot is ready to be animated and all of the mechanical stuff is ready on the spida chick, I just have to bone and rig the human part of her body. The lab will also have a lot of animated activity going on and I already have a rough storyboard worked out for the short.
As far as the texuring, yes I agree and know it needs fine tuning but am going to finish modeling, texturing, and lighting the lab first. I will then place them in the scene, establish my camera shots, then polish the texturing from there. But I promise it will be VERY dark and sinister ... I have some really fun stuff planned.
I will get some of it animated for the challenge but my biggest focus is to get the whole scene modeled, textured, and lit as tight as possible. The lab is going to be pretty dense so it is going to take a lot of sleepless nights to get it wrapped up in time. Thanks for the feedback, I will post where I'm at with the lab sometime sunday morning.
PS - Darshan, my girlfriend thanks you, that's a digital photo of the tat on her lower back :p .
02-23-2002, 03:58 AM
Wow, you're doing animation too - Excellent !!
Glad to hear it will be VERY DARK,.. heheh It's already on the dark side,... can't wait to see the finished thing ;)
..........In the beginning,..... there was darkness,.... ;)
02-23-2002, 02:47 PM
Hi Yem-yam I know its off the subject and has nothing to do with the challenge but as I was reading through your thread and diggin your work BTW I saw you teach at AID and was wondering I'm supposed to start there in Oct. and right now I'm hacking through maya learning the interface but everything I see seems to suggest that AID focuses on Max. Should I drop maya for now and start learning max before I get too used to the interface?
..... Now back to your regulary scheduled thread :) ........
02-23-2002, 05:50 PM
Maya and Max have very similar interfaces. Both softwares utilize striking menus. Learning Maya will not affect your ability to pick up Max. Maya is a wonderful package. It's modeling is mostly centered around NURBS and is one of the top NURBS modeling softwares. Max's NURBS suck and we don't really teach them at AID. Max has a little more robust modeling set than found in other packages as it can easily float between Patch modeling, Poly modeling and SubDivision surfaces. We mainly use Max because it is so wide spread in the gaming industry. The more 3D you learn the better no matter what the package. At AID our goal is not focused around teaching you software. Our direction is based off of teaching you sound 3D ideology grounded in solid artistic principles. We teach you to be a good artist that expresses themselves through traditional and digital mediums. These attitudes can then be applied to any software package.
02-23-2002, 10:13 PM
Thanks for the clarification Eudy, I look forward to meeting you guys later this year.
02-24-2002, 09:20 PM
I am still working on the lab but wanted to do a quick color test on the Spida Queen. Let me know what you think. Happy Easter!
Red Spida Queen (http://www.yemyam.com/wip/red.html)
02-25-2002, 05:17 AM
It seems the pulsing glow from the goggles is not diffused enough..
Great modeling...I am looking foward to meeting y'all when i get back to school in April :D
02-25-2002, 03:58 PM
Just wanted to post a quick update of progress. I've spent the last few days gathering reference material for the lab and started modeling some of the low poly electronics for the background shots. So ... a lot of grunt work eh ... boring as F but has to be done.
I also slept (gasp) and spent time away from the computer (gasp) - I needed a break ... was driving a little too hard to the net if ya know what I mean. I am going to hit it pretty hard this week so expect more jazz and less filler.
As always, comments/crits/questions welcome.
03-01-2002, 03:58 AM
Hey yam yam here is the character i told you about, its very low polygon it has two levels of smooth.
03-01-2002, 04:02 AM
here it is
03-01-2002, 04:06 AM
03-01-2002, 07:29 AM
Hmm!!..avoiding facial detail with a helmet eh?..Interesting character though.
Two levels of smoothing does not necessarily mean low poly...how many polygons do you actually have in that?.
B.T.W...is this an entry piece?
03-01-2002, 02:57 PM
Been working on the lab quite a bit but nothing good to show yet. Takes a ton o tweakin to get the lighting right in da environment. Took a little break though and kicked out a test animation for the spida bot.
Very rough but gives me an idea of what camera shots I can use and what I need to clean up. I want them to be very agile and quick (the better to run up and chop you) so this test has him in a full gallop (DivX codec required).
Click here for spidabot animation TEST (http://www.yemyam.com/wip/spidatest5.avi)
I am also close to having some test animations for the spida chick and will post new lab shots soon too.
Thanks for all the feedback, comments/crits/questions welcome as always.
03-01-2002, 03:50 PM
lol Yemyam - stampede! Looks like a full gallop on that spida! very nice though, but I'm thinking if it would'nt be better with induvidually animated legs? And a fast paced crawl, more horrific when it comes out of the shadows... then it stops and lowers it's body towards the ground... anticipating the big jump - and the final kill!!!! Aaaargh!!! :)
Ehrm.. well I was imagining a little.. but what do you say? :rolleyes: It's looking very nice the way it is, and it's kinda cool with the bouncing motion... but I wonder if it's so "spider" like? Well just an idea..
03-02-2002, 02:54 AM
Thanks Epatnor, yea, I am going to have a sequence like that, I think that will be sweet. This one I am working on is when he initially charges out of this tunnel in the lab. I fixed it where he isn't so bouncy and his legs are alternated so even though he is still in a full horse gallop he appears a little more spida like.
Click here to view the new SPIDA TEST (http://www.yemyam.com/wip/spidatest9.avi)
Spida chick is boned and her animation will be soon to follow. Also, lab is getting close to showable status so sometime this weekend. Let me know what you think peoples. (oh yea, DivX required for above .avi)
03-02-2002, 06:25 AM
Very nice on the texuring- its like matrix meets freddy krugar :)
Nice job on the legs' animation! Only crit would be to kinda bob the head like a horse does in synche withthe legs so it looks like its more massive w/ more momentum. And maybe just a tinny bit slower? Cannot wait to see the final composition!
03-02-2002, 06:34 AM
The mood you are creating, even in the tests is very cool.
On the animation front. I understand that it is just a test and that Multi-Peds are one of the hardest things to animate. But, I think I can offer a suggestion. To get that creepy spiderleg walk thing happening you should off set the timming of the legs even more.
Not just the left and right side, but each one. I saw a paper on this somewhere. I am sure I dl'ed it once. I will try and find it for you.
Keep up the great work.
03-02-2002, 06:44 AM
I've been following your work since you started and you're work is exceptional. The animation on the spidabot needs a little more work. You've got the spidabots legs all synced together in a bipedal walking pattern. Spiders don't walk that way. Try offsetting the animation on each leg to get a more "spidery" walk cycle. Keep up the incredible work!
03-02-2002, 11:13 AM
Thanks for comments everyone. I know it needs some serious work, this is the first animated character I have done. The only other thing I animated was a little electric chopping machine and that was all fk'd. I'm just getting a little rushed and panicked trying to finish the full animated short for the challenge. I'm going to search the net for some reference, I'm sure if I had an animation or video of a real spider walking I could nail it better.
Thanks for all of the feedback, I will have more posts late tonight/early tomorrow!
03-02-2002, 11:33 AM
Wow take it easy take a deep breath. I'm actually amazed that this is the first character animation you've done. I think for what it is now it shows great potential. I think the comments about the legs are correct but also the sense of weight is missing on this character. But you should be proud because even for a test it really looks great right now. Keep it coming.
03-03-2002, 05:34 AM
Here's a little lighting/animation test for the spidachick. This is not a shot that I'll use in the film but more of a gratuitous 360 shot to see how everything is coming. I'm going to fix the spida bot animation next then continue with the lab.
Click here for the SPIDACHICK animation test (http://www.yemyam.com/wip/spidachick2.avi)
(1.8mb DivX .avi)
Thanks for all of your feedback it helps a lot and I appreciate it.
hey bro, I like the way you are going about with your stuff, I was not able to see the results of your avi for some reason but its probably my computer, as far as everything, what were you going to do with this project after this challenge is over, im curious... Also I like the idea, one thing that may help your character alot though, remember the movie Aliens, from awiles back, and the scene where they show the giant mother alien, well that room they had her and the babies in was the approach I thought you may be going by, it would give your character more of a creepier feel to her rather then everything being hightech and nicelly placed, just an opinion though. Either way, great work, looking forward to a completed project as im sure everyone else is as well....
Hey bud, incase you didnt read it on my thread, I just wanted to post the response on yours so you get it, here it is......
thanks for the reply, I totally agree with you as far as what you said, maybe I worded what I said earlier incorrectly, basically I was just making a statement to better the challenges. Im sure there are a lot of opinions out there as far as what these challenges are about and im open to them all, I was just writing my personal opinion on the situation wether good or bad, my whole purpose for joining this challenge is to learn and improve my skill if you know what I mean, nothing against using old models, it would just be nice if those people doing it would show wire frames or write a short decription on approaches etc. on how they did it. As far as this being a challenge, I agree everyone is here to make a stand and get there name out, you for one I have been very impressed with for I too have been watching yours progress from start to finish and all I have to say about that is DAMN! great job, I can see you have been putting in the time.... As far as I know, there really isnt any prizes for this thing, so until they rename this challenge to CONTEST I will treat it as learning only and help to others. I appreciate you writing this, I dont know about you, but I know there are a lot of people anxious as to the final results, in a way it kinda gives you the butterflies in your stomch for a job well done. Keep up the good work and look forward to seeing more or your work i the future..........
I will post more updates soon btw....
P.S. you going to be joining the next challenge??
03-05-2002, 01:22 AM
Okay, that is one scary PA character! Love the part when the arms come together and the pincers where pincing!! If it were in the theaters I think I would quite a few popcorn in my hair haha....
03-05-2002, 03:40 AM
that character turned out well,Yem....love the animation...dont let it go to waste...do something cool with it!
03-05-2002, 04:00 AM
Shaun - No prob at all, I got your reply on both posts, I was just throwin my two cents in. I like to be mellow and positive (while my art is angry and evil) so I tend to not worry about what other other people do. I've got enough to worry about with me and how the hell I'm gonna take my skills to the next level. With all that said, I definitely understand your point of view.
Darksky - Thanks, I was worried non of my pincher work showed up in the test animation ... the new one is much better.
Titan - Thanks for checkin in, yea, I've got the whole scene planned out. It will be a rough week but I will pull it off if it kills me.
This was a throw away test render but I thought I'd post it anyway. It shows kind of how one of the spida shots is going to be. I've done more on the lab but stripped it down before test render to save on time. The lab will be very dirty, torn up, broken crap everywhere, etc. Since it is an old underground lab there will be roots and dirt and stuff that has broken through the walls so it is going to be a big mix of beat up high-tech, low-tech, and organic materials. There will be real spiders and spiderwebs everywhere in addition to our two little friends that you already know.
Click Here For Spida LAB TEST (http://www.yemyam.com/wip/labtest1.avi)
(1MB DivX .AVI)
I will post shots of the lab late tonight/early morning. I'm going to start on the roots and breaking/dirtying stuff up.
Thanks everyone for the feedback! Questions/comments/crits welcome as always.
03-05-2002, 04:51 AM
thats looking sweet. I like the idea of the roots and real spiders and webs also. Just hope it doesnt kill you I would like to have you for a teacher next quarter:D
03-05-2002, 04:55 AM
uau! really complete work!!!
but that's a pity! the video finishes in the more interesting :(
Very cool movements of the "legs".
I can't wait to see more!
03-05-2002, 07:42 PM
Thanks blc and pabbloz. Yea, the render crashed right at the good part but it gave me enough info to fine tune the animation before I re-render that sequence. I passed out reading my son his bedtime comic so I didn't get as much done as I would have liked but have a little something to show.
I took everyone's feedback and tried to clean up the spida bot animation a little, it still needs work but is an improvement over the last one. I need to put this sucker to rest so I can focus %100 on the lab for the rest of the challenge so any final feedback on this guy is welcome.
Click here for yet another SPIDA BOT animation test (http://www.yemyam.com/wip/spidatstnew1.avi)
03-06-2002, 06:17 AM
awsome model and animation. your an hardcore worker, aren't you? But it shows.
Keep it up, but don't forget to relax every now and then ;)
03-08-2002, 03:06 AM
Hello all, here’s my latest batch of stuff. I’ve been putting the crunch on it to get it finished before the deadline and am finally getting some decent stuff to look at. I want to disclose a little info first (some of this I wrote in earlier posts) on my progress and what is old and what is new. I bit off a little more than I could chew by doing 2 characters, an environment, and an animated short. The characters, animation, and lab structure took me longer than expected so I’ve been furiously trying to fill up the lab with “stuff” this last week.
I did a similar environment (but much smaller) for my grad tape two years ago so I pulled up some old files looking to re-use some dirty metal textures that I did. Next thing I know I had heisted some electronics, a chair, a desk, a liquid tube and a floor lamp for the new lab. Modeling that stuff is so freakin boring so I just cheesed out. All I want to do is get the environment done so I can shoot the short with the spida queen and spida bot, the focus of the thing anyway. To make sure there is no confusion at all as far as what my final entry consists of here is the recap.
Created before the challenge started
50% of the modeling on the spida chick (inspired by concept art by AI students)
Liquid tank with particle systems (bubbles and steam)
Around 12 low poly electronics & more splines!
A table, chair, shelf, and floor lamp
Some custom metal textures
Created exclusively for and during the challenge:
The other 50% modeling on the spida chick, all texturing, rigging, and animating
Modeling of spida bot, texturing, rigging, and animating
Modeling and texturing of entire lab building
Modeling and texturing of spida bot feeder
Modeling and texturing of around 15 more electronics, 10 building accessories, 5 storage devices and other misc lab equipment.
All cinematography, animation, editing, etc.
Original musical score and sound effects
Motion graphics, post effects, etc.
With that said, I’ve barely slept all month so a TON of hours have been logged exclusively for the challenge. I’ve come too far on this thing and would like to still be judged – just subtract the old stuff from the equation. Or, just pretend it was a team entry and I have multiple personalities and one half of me is lazier than the other. Not that I think I have a chance of placing, but just to finish it so I can have closure and move on to the next challenge.
I wouldn’t of done this but to be honest I am so f’n sick of this lab and all of the techno/mechanical modeling (and renderable splines!) so I just want to get it finished to an acceptable level so I can move on to new creative territory. The next challenge (regardless of theme) I will be doing something 100% different 100% from scratch. I’m also going to focus on quality not quantity as I won’t have as many hours to work on the challenge (work is picking up and I miss my family and sleep). I just wanted to be totally honest with everyone, as I was in my earlier posts. Anyway, I hope everyone understands, if you have any questions email me.
With all that blah blah blah out of the way here’s new stills of the lab. I’m rendering the animated sequences and will have the edited short posted tomorrow. Comments/questions/crits welcome!
03-08-2002, 03:18 AM
that's a lot of typing and a lot of modeling and animation. I am blown away by the quality of your work.
Great job, I can really see you put in a lot of time into this challenge, just dont kill yourself in the process, ill be lucky to finish my own before the deadline. I love the effort put into everything here. In my book, all I can do is applause! :P Great job! Look forward to seeing you in future challenges etc...
03-08-2002, 05:00 AM
simply amazing, stunning, ...
eager to see the animation :D
03-08-2002, 08:53 AM
Make a movie man ;) oh you are well in that case um. Get famous ? with that quality well . . . . I wouldn't know what to do :D
03-08-2002, 09:10 AM
If you have time I would add some contact shadows to some of the objects in the lab so they are anchored to the ground. The areas beneath the tables should be darker. I think you should spend a little more time lighting it also. but it's already the 8th
so I dunno
anyways great job on the spida chick and spida pet
03-08-2002, 09:34 AM
Thanks for the positive feedback and comments. Psumo ... I totally agree and was going to but ran out of time. I'm so freakin tired I'm just kind of giving up on certain things that would normally drive me crazy.
So I took the cop out route and darkened the whole room. But when I kicked the .jpgs they lightened up quite a bit and I was like yikes! That looks like shiat! I've already started rendering sequences but I will do some global posting (read darkening) in after effects once the edit is done. It's funny cause that's what I'm supposed to be judged on and that's what I cheesed out on the most.
I want it to be very dark and creepy anyway so they scare ya when they pop out of their hiding places! Either that or the anchient chinese 3d secret ... one cannot critique what one cannot see! :D Tip: turn the brightness and contrast all the way down on your monitor and they look much better!
PS - I know I swore this thing off but I may come back after a month or two and polish it up right under no time constraints ... but right now I'm ready for a totally different subject. :)
03-08-2002, 12:12 PM
I am going to focus on creating sweet stills now. The animation would be too rushed and they are not really counting it anyway. I promise I'll get it done as soon as I take a break from the them and get started on next months challenge. I do have a couple of test renders that you may want to scope until the new stills are up.
SPIDABOT in the tunnel animation test (http://www.yemyam.com/wip/spidatunfinal.avi)
03-08-2002, 02:36 PM
Just plain arwsome, even without sound I got a bit scared! =) Just love the aticipation before the spider jumps on top of yea!
looks good man but definetly throuw some shadows on some of those and maybe drop the difusion even more to give it a more erie feel to it
03-09-2002, 02:53 AM
Hello all, here are my final images. The pshop posting was noise, hue/sat, levels, and faked dof. Thanks everyone for the positive feedback and inspiration - animated short will follow soon after un-rushed polishing of everything. See you next challenge. :D
03-14-2002, 02:45 AM
Hi guys, I whipped up a little mini site to showcase the work I did for the challenge. Scope it out if you like.
CLICK HERE TO VIEW THE SPIDA COMPILATION SITE (http://www.yemyam.com/spidasite/spidaframe.htm)
03-14-2002, 10:00 AM
Looks good, nice texturing, how big is the vid going to be, just hope the ground object in the middle gets a liitle more detail. And maybe tone the lighting down a bit, with more of that pinky color in the fog, and maybe some dirt aon the walls in the colors and near the floor etc.
Cannot wait for more!! :)
Do you mean WIP-ed up ;) sorry the pictures did not load :(
03-14-2002, 10:57 AM
I love the site man....nice work...you gonna do that for all of your challenge entries?
03-14-2002, 08:09 PM
Yea, I'll probably wip one of these sites for each entry, it only takes me a few hours and makes me feel much better about all the hours I logged to see everything under one easy to look at roof.
Farley, thanks for the comments, yea I know there are a ton of things I need to fix and clean up, especially with the texturing and lighting of the lab. The animated short I have in mind will probably be around 3-4 min, I have some cool things planned but a lot to clean up still.
I'm going to take a break from it, spending time with my family, work is picking up big time, catching up on sleep, ... oh sh... I still need to enter this months challenge ... :wip:
04-11-2002, 05:35 AM
I dont wanna even lok at this anymore... its just too good, ill never bee close to that :(
01-13-2006, 01:39 AM
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