Round 6


#61

i would love such game, it would be a hit if something like this would come out. :slight_smile:

i love the tension moments, the dof is excelent, it would have been better if the teleportation had more effect, like small blue particles or something :slight_smile: i know i know, i’m old style :slight_smile:

good job!


#62

You totally deserve it.


#63

Very nice movie, congratulation!!

I really like the rendering : light effects are really well used and put the materials at their best.
Wonderful textures and matters.

To my opinion I think the animation is a bit sharp and speed and I don’t really feel the weight of the characters. I find this particularly true in the action takes, where motion blur on the player could have been a bit higher, as it would be with a real camera.

This taken apart, no doubt the feeling of watching a game trailer is there :wink:

Would be pleased to see more!


#64

Great work, i love the designs, camera move and render :beer:
like said before … the animation is the weak part of the trailer
maybe we’ll meet again :wink:


#65

Love the:
-Art direction

  • Camera
  • Lighting
  • Shading
  • and the GRADE, nice grading.

Be interested in what you used for DOF and even the render times perframe. Ive been renderman-ing it for a while now, so i always wonder if i can handle Mental Ray render times anymore.


#66

Really well done in the lighting and camera work… :thumbsup:
I’ve read your blog and wants to know more about shading pipeline if its possible!
Thanks for sharing guys!


#67

Yeah, this was f***in awesome guys! Great job!


#68

that was amazing … you guys did a great work …

I liked the concept, the story behind it, the animation and the characters … especially that handed-creature, looks amazing

thanks for sharing some of your technique on the production :slight_smile:

-Yusuf


#69

awesome .really great job :thumbsup:


#70

Thanks for the comments everyone :slight_smile:

I’ll try addressing the questions you guys brought up here in the development blog.

Daemonecles, as for your questions:

  1. The SSS+ has 2 material, SSS+ and SSS+ w. displacement. The latter is what I referred to.
  2. We had over a dozen passes for the simplest shots. I will try to cover more about the compositing stage in the blog, too. Right now I can just say that much of the look was defined in compositing - we had lighting, GI, and normal/AO passes to help define lighting - even though there was much attention given to lighting in the render stage as well.
  3. That I hope to have up on the blog tomorrow. I will break down the material making from Mudbox to photoshop to shading in Max. I’ll include source materials as well such as the stencils and alphas.

Wolfie - that’s the way to watch stuff :slight_smile:

ronaldomiranda - I’m referring to the “project points along camera path” and “file for every frame” options in the GI panel - new to 3Ds Max 2010.


#71

Good job on this video. Was really entertaining. The lighting and shading are fantastic. Congrats. Really nice of you to share all the info too.


#72

:bounce: Good !

Good !

Good !

Good !

Good !

Good !


#73

Hey guys, as promised Dave shared some more information on the shading/texturing process on the round6 blog.

-enjoy


#74

Thanks for the extra info! Really appreciate it, you guys rock.


#75

Hi everyone.
Just wanted to let you know we resumed updates on the development blog. We have a new render pass overview tutorial and more will be coming in the coming days.
http://round6construction.blogspot.com/


#76

Very nice, thanks for posting this!


#77

Uploaded another video. This time addressing some of the compositing we’ve done on this.
http://round6construction.blogspot.com/2010/04/some-compositing.html


#78

You have done a really good job on this, I like the shading lighting, everything is convincing.


#79

Thanks dude.
I made good use of R_buffer in the lighting stages, so thanks for that, too. :slight_smile:


#80

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