Overkill? - Page 3

Overkill?

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

wait a minute... I think the pair is backwards for "crossing eyes" they are arranged for "splitting eyes"

Code: Select all

(o )( o) not ( o)(o )
i can't do splitting eyes so I had to reverse the images (right side on left side and left on right) in order to make it work... it was "3D" but the spike went "in" instead of "out"
User avatar
Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Post by Weaver »

SinbadEV wrote:it was "3D" but the spike went "in" instead of "out"
Before you switched them or after?
User avatar
LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

you cross your eyes, not spread...

you have 2 images, A - B

you gotta make the 2 images OVERLAP on top of eachother to make a 3rd in the middle... then focus on the 3rd WHILE your eyes are crossed, and well.. its perfectly 3D....


there isn't much "DEPTH" on the model.... but its in 3d :wink:

maybe I'll have to do a model with more depth one of these days... :P
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

I will make picture for you...
Image

I'm not sure why I can't do the unfocussed thing anymore... I used to be able to...

PS: I just read Lathan's post and I'm confused... I am positive that your images don't work with the "crosseyed" viewing method... but I have seen 3D images (even the Magic Eye Kind) backwards before (every once in a while and I can usually correct it) so it might just be that my brain doesn't work like other peoples...
User avatar
Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

I think sinbad's right, flipping it DID help alot. It looks great when it works.
User avatar
LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

all you guys's eyes are just messed up...

:P
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

Weaver wrote:
SinbadEV wrote:it was "3D" but the spike went "in" instead of "out"
Before you switched them or after?
just to be perfectly clear, Before I switched them... after switching them it looks teh awsomes.
User avatar
Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Post by Weaver »

Sindbad is right it is loads better swapped!

Image
User avatar
LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

hmmmph, well I'll be dammed...

guess I flunked my first stereoscopic image... :P

anyhoo... the first one is done..

Image
User avatar
Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Post by Masse »

its the prettiest thing i ever seen :shock:
u should try doing warhammer 40k units too :wink: there's a mod that needs em
User avatar
hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

Most badass feature ever created. Quite amazing!!!
User avatar
LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

just for fun....

Yep I reversed em too.....

Image
User avatar
Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

That second one really is teh awsomness.
User avatar
Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Pro mate... we need more detail like that :D
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Nice stuff there :-) Couple of points, in terms of speeding up making things like this, and saving texture space:

1. Things like the "teeth" should be made once, then multiplied/moved/resized across the object once you've uvmapped them. While it seems "better" to make each one unique through the texture as well as the geometry, 99.9% of the time, it's a waste of texture space, because players aren't going to view it closely enough for it to matter. That way, you're only using a small amount of texture space for these repeated objects, and since you already have the UVs set up, you can distort the verts a bit, giving each one a unique look, without using more texture space.

2. The same goes for any shapes that are repeated. in this case, due to the nature of the object, you probably could halve the total size of the texture by doing the outer edges of the spire in the same way- after all, they're really just the same shape, repeated. The overall shape of each section is repeated, of course, but they're really the same shape, with minor changes that could just as easily be done after uvmapping.

All of that said, this is a really pretty Feature, and I really like how it came out. If you use 1% reflectivity, you can make the bits that need to be shiny shiny, and use of welding during the final step will make it really come together with a nice organic look.
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Probably the nicest texture job I've seen in spring so far. Teach me plz :P
User avatar
Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Post by Masse »

get babies with me ? plz ?
User avatar
LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

Argh wrote:Nice stuff there :-) Couple of points, in terms of speeding up making things like this, and saving texture space:

1. Things like the "teeth" should be made once, then

[...]

the final step will make it really come together with a nice organic look.
Yeah I understand how to do all that... I dunno, I'm an artist, not an optiomizer.... I SHOULD do both, but sometimes I like to get carried away... I'll see what I can do about making the rest of other models more, "resource friendly"...

and to teach all of ya'll, its not that hard.... get deep paint 3d and play with it.. ;-)
Ajxl
Posts: 4
Joined: 25 Mar 2006, 18:44

Post by Ajxl »

Yeah, you are right man! :(
User avatar
LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

just another update... #2 done... :wink:

Image

Image
Post Reply

Return to “Art & Modelling”