and a timelapse of me making this to go along with it.
timelapse of a little project i made over the course of a few days (~2 hour sessions) mostly to show a friend how to go about 'realistic' texturing (since all he knew was TF2 stuff EH SELENTIC?).
figured i might as well crop all the captured footage into a timelapse for people to watch.
UPDATE: 20/05/2010:
guess this is more or less finished.
finished mesh on an SMG-type weapon, i made for texture practice.
i'm having an old colleague whose job description is texture artist help me get started on it, so with a bit of hard work and maybe some luck i'm hoping to have a kickass looking gun when it's done.
also, i just finished a bunch of work i did for BRINK, but i can't show anything until it's released, so you're going to have to wait for those for now.
also, i'm planning on re-rendering all of my assets for a proper portfolio website, so maybe expect all these pictures to be all new in the not-too-distant future.
UPDATE:
got some more images approved, i guess this will be all for a little while, since all my other work is for games which are still in production.
i'll propably post any portofolio-work i do in my free time as well.
IMAGEZ!
http://i623.photobucket.com/albums/t..._excavator.jpg
This was made for terminator salvation, but the set it was supposed to be in got scratched, so you won't see it in the game.
it's not like any of the detail WOULD have been seen, even if it were, due to the incredibly shitty texture budget. which is why i basically stopped detailing it at some point, and why it looks a bit unfinished.
http://i623.photobucket.com/albums/t...hovercraft.jpg
This was really a small assignment which got out of hand.
we needed a hovercraft, so i went and looked on Google for some nice reference. turns out they were looking for something like a small one-man hovercraft, instead of one that carries 8 tanks. oh well.
this thing is also textured, but since those images aren't approved, i can't show em.
http://i623.photobucket.com/albums/t...icle_bv206.jpg
polar vehicle for Wanted 2, totally canned, after the movie owner canned it because the first game did terrible, then the developer of it went bankrupt, and then the other developer they hired (where i worked) went bankrupt, so i'm posting it here. (had a budget of 6k polies for the lowpoly, which MIRACULOUSLY, i actually managed to stick to)
June 17th, 2009, 03:42 AM
Heathen
Re: Neuro's logical disorders.
Crap!@!
Holy fuck!#!
Good stuff.
Reminds me of palm tree's work.
June 17th, 2009, 05:13 AM
L0d3x
Re: Neuro's logical disorders.
"This was made for terminator salvation, but the set it was supposed to be in got scratched, so you won't see it in the game."
=> So err, you are a professional modeler I take it?
Well, your other images leave no doubt.
June 17th, 2009, 06:56 AM
MetKiller Joe
Re: Neuro's logical disorders.
Is there a chance that we could see the meshes without turbosmooth? I think I could learn something just by looking at them.
June 17th, 2009, 06:58 AM
Joshflighter
Re: Neuro's logical disorders.
I love the chair in the Cat tractor.
The renders are really awesome too. :)
June 17th, 2009, 07:19 AM
rossmum
Re: Neuro's logical disorders.
Quote:
Originally Posted by MetKiller Joe
Is there a chance that we could see the meshes without turbosmooth? I think I could learn something just by looking at them.
they're highpoly sub-ds for bakes unless i'm more of a retard than i thought
June 17th, 2009, 08:04 AM
neuro
Re: Neuro's logical disorders.
ross, yes, they are, but they're still built with just polygons, and smoothed afterwards.
wireframe: this is all just modelled by hand.
build a basic mesh of the shape you want, then start cutting away to get your edgeloops defined, and build your highres mesh. alot of Connecting, cutting, and Ring/loop selections. http://i623.photobucket.com/albums/t...f/gripwire.jpg
presenting, a mini-tutorial on how to get weird shapes (like cylinders with insets) looking nicely.
1. build your highres mesh.
2. smooth your mesh.
3. bend it into shape, AFTER smoothing the mesh.
4. PROFIT!
I found this out myself a bit ago, it's helped a lot. Unfortunately sometimes I can't always do that and I have to bend before turbosmooth.
Nice stuff, it all looks great.
June 17th, 2009, 09:50 AM
Joshflighter
Re: Neuro's logical disorders.
Maybe this is already out there but can you make a tutorial on how you render your models?
June 17th, 2009, 10:09 AM
neuro
Re: Neuro's logical disorders.
standard material, low specular, high gloss, and 2 omni's and a skylight. with raytracer enabled.
nothing special really.
June 17th, 2009, 10:20 AM
Joshflighter
Re: Neuro's logical disorders.
Quote:
Originally Posted by neuro
standard material, low specular, high gloss, and 2 omni's and a skylight. with raytracer enabled.
nothing special really.
Thank you so much. :)
I retract my words from another thread about you. Your skill surpasses most by a lot.
June 17th, 2009, 11:29 AM
BobtheGreatII
Re: Neuro's logical disorders.
Quote:
Originally Posted by Fear1337
Thank you so much. :)
I retract my words from another thread about you. Your skill surpasses most by a lot.
Yeah, nice work dude.
June 17th, 2009, 01:01 PM
Disaster
Re: Neuro's logical disorders.
Excellent sub'd models.
June 17th, 2009, 01:51 PM
Anton
Re: Neuro's logical disorders.
This is the style of modeling I've wanted to learn for a long time. Any advice? Your stuff looks great by the way.
June 17th, 2009, 09:29 PM
Rob Oplawar
Re: Neuro's logical disorders.
goddamn, neuro got good. i mean, he was good before, but now, dayum.
e:
(08:31:35 PM) teh rossmum: that's not nkn
(08:31:39 PM) teh rossmum: but nkn owns anyway
(08:31:57 PM) roboplawar: you serious?
(08:32:01 PM) roboplawar: wow
(08:32:06 PM) roboplawar: i feel like a foken idiot now
(08:32:10 PM) teh rossmum: lol
(08:32:12 PM) roboplawar: brb, i'm gonna go crawl in a hole
FUCK YOU, AND FUCK YOUR CONFUSING NAME. >:U
NeuroKoNeza, you rock. This new kid can suck my balls.
jk your shit is awesome, other neuro
June 18th, 2009, 12:56 AM
PenGuin1362
Re: Neuro's logical disorders.
those suck. get a job you bum.
June 18th, 2009, 01:08 AM
Heathen
Re: Neuro's logical disorders.
Quote:
Originally Posted by Rob Oplawar
suck my balls.
heh, balls are so 90's.
The word dick would have had a better impact fyi.
June 18th, 2009, 08:23 PM
InnerGoat
Re: Neuro's logical disorders.
noice work man ++
June 18th, 2009, 08:36 PM
Leviathan
Re: Neuro's logical disorders.
Holy crap! Those look really nice!
June 18th, 2009, 09:11 PM
Sel
Re: Neuro's logical disorders.
yes
great stuff!
July 28th, 2009, 02:27 PM
Masterz1337
Re: [GALLERY] Neuro's logical disorders.
Wow, you really worked on Terminator Salvation? I really liked that game, me and all my friends who have played it think it's the best movie game we've played, and the most fun and best terminator game out there to.
July 28th, 2009, 02:31 PM
Hunter
Re: [GALLERY] Neuro's logical disorders.
Hey, I might buy that game soon. That will put a bit of money in your account ;)
July 28th, 2009, 02:53 PM
Ki11a_FTW
Re: [GALLERY] Neuro's logical disorders.
yeah i might buy it to, great job
July 28th, 2009, 04:43 PM
killer9856
Re: [GALLERY] Neuro's logical disorders.
He told me don't get it, it was one of the worst games for him lol
July 28th, 2009, 05:49 PM
Ki11a_FTW
Re: [GALLERY] Neuro's logical disorders.
its not that its a BAD game its just really short, and 60 bucks is a bit to much for a game thats a few hours long
July 28th, 2009, 08:13 PM
Masterz1337
Re: [GALLERY] Neuro's logical disorders.
As much fun as I had with the game, It's really more of a rental. If you like GOW and you like Terminator you'll have a blast. It's short and sweet and in some areas superior to gears, but once you beat it there's nothing but split screen co-op to bring you back to it.
July 29th, 2009, 02:16 AM
neuro
Re: [GALLERY] Neuro's logical disorders.
about terminator salvation, i'm not allowed to say that the game sucks ass.. twice.. so i won't, as it'll be hurting a client, but i can tell you that even though the game is a blatant GOW-clone which will fail to capture for even just a moment and is riddled with bugs, and loadtimes that would make your granny consider euthanasia, and can be finished in 4 hours of playing, it does have a few moments of fun.
(just look up some internet reviews for proof)
and hunter.. no it won't put any money in my account >_> but feel free to buy it regardless.
July 29th, 2009, 08:50 PM
kid908
Re: [GALLERY] Neuro's logical disorders.
It might just be me, but that looks a bit odd to me.
Wow they actually can't let you express your opinion on projects you work on?
July 29th, 2009, 10:08 PM
rossmum
Re: [GALLERY] Neuro's logical disorders.
Probably because it's horrible PR for the game if someone who worked on it thinks it's shit, and other devs won't be quick to hire someone who does that kind of thing
July 29th, 2009, 10:15 PM
PenGuin1362
Re: [GALLERY] Neuro's logical disorders.
you're really being that nit picky... even i'm not that bad...
and yeah company managers don't typically like people who make the product trash talking it....
July 29th, 2009, 10:28 PM
MetKiller Joe
Re: [GALLERY] Neuro's logical disorders.
I read the gamespot review of the game. I bet whoever did the environments beamed when they read the reviews. It seems like whoever reviewed it thought that gameplay was half-assed but the environments were so well done they set a standard that couldn't be matched by any other component of the game.
November 10th, 2009, 02:10 AM
neuro
Re: [GALLERY] Neuro's logical disorders.
thought i'd update this little gun-project here instead of in the QC thread.
had a few requests for some wire-shots.
don't be alarmed, it's a wireframe jumble.
that's okay though, because i don't need to worry about that geometry in planar surfaces, since it'll all be flat. the reason you'd normally want all quads, is so you get an even deformation. no deformation, no evenness needed.
and here's another one just to illustrate how i got stuff perfectly round, even though it'd be impossible with a wireframe such as they have.
it's a simple technique which i explained on page 2 i believe, i call it: model, smooth, bend.
I think the front of the gun is pretty interesting, but you should stray away from the concept for the rest of it. It's far too boring and blocky and you could come up with something much better.
Like no one heard you say the back isn't finished yet :/
November 10th, 2009, 11:18 AM
neuro
Re: [GALLERY] Neuro's logical disorders.
i'm more worried that i actually HAVE to day it apparently.
November 10th, 2009, 11:13 PM
Rob Oplawar
Re: [GALLERY] Neuro's logical disorders.
How do you even do that? I need to get my ass back to the tutorials.
Like the little oddly shaped seam in the image above, for example. I mean, I can conceive of ways of doing that, but they're all intensive on the manual editing and would produce something that wouldn't subdivide well, and I'm pretty sure you're doing some sort of subdiv modeling there... Anyway, neato gun you got going there. :golfclap:
November 11th, 2009, 12:20 AM
ejburke
Re: [GALLERY] Neuro's logical disorders.
Quote:
Originally Posted by Rob Oplawar
How do you even do that? I need to get my ass back to the tutorials.
Like the little oddly shaped seam in the image above, for example. I mean, I can conceive of ways of doing that, but they're all intensive on the manual editing and would produce something that wouldn't subdivide well, and I'm pretty sure you're doing some sort of subdiv modeling there... Anyway, neato gun you got going there. :golfclap:
It's a separate object sitting slightly above the surface. Just copy the surface you want to add detail to, subdivide the copy as needed, delete the excess faces, retopologize as needed, extrude it off the original surface and then extrude it back to give the illusion of an indentation.
Nice work, neuro.
November 11th, 2009, 01:21 AM
Con
Re: [GALLERY] Neuro's logical disorders.
Quote:
Originally Posted by neuro
i'm more worried that i actually HAVE to say it apparently.
I know it's not done, but I still don't like where it's going. It just seems boring and doesn't compare at all to the front. You've got the details like the dial and buttons, and they're fine, but the base shape is uninteresting. It doesn't make me think "wow" like the front of the gun does. I would try to imagine what other components a gun like this would need, like capacitors and electronics, and somehow integrating them into the mid-section of the gun. A scope of some kind integrated with a flip-out display would be cool. Also, that canister looks like it should have more to do with the reloading than that shape on the side of the gun, although I don't know what you have planned.
November 11th, 2009, 10:58 AM
Rob Oplawar
Re: [GALLERY] Neuro's logical disorders.
Quote:
Originally Posted by ejburke
It's a separate object sitting slightly above the surface. Just copy the surface you want to add detail to, subdivide the copy as needed, delete the excess faces, retopologize as needed, extrude it off the original surface and then extrude it back to give the illusion of an indentation.
*blinks*
November 11th, 2009, 11:04 AM
neuro
Re: [GALLERY] Neuro's logical disorders.
i can make a minitut of it tomorrow.
though EJ is right, he isn't in that one particular case, they're 2 seperate objects, but the stripes on the front and underside are actually done in this way.
I've heard of people doing that for baking details to normal maps... but I've never tried it... would I have to do anything extra crazy to be able to bake that detail to the normal map?
November 12th, 2009, 07:27 AM
neuro
Re: [GALLERY] Neuro's logical disorders.
no, just make sure it's in your projection list, otherwise it might just completely ignore it.
(btw, normalmaps are the only reason you'd do this in the first place)
if you know how to bake a normalmap, then there's no extra effort at all involved.
November 12th, 2009, 08:25 AM
Llama Juice
Re: [GALLERY] Neuro's logical disorders.
When you bake the normal map it ignores the UVs on the items you're projecting from, right? It should just look at what your projection target is, shouldn't it?
AKA do I need to UV that extra little piece there?
November 12th, 2009, 08:47 AM
neuro
Re: [GALLERY] Neuro's logical disorders.
i thought you were in a school that's supposed to teach you this stuff?
if they haven't tought you how to bake a normalmap, i'm afraid you might not be in a proper school, but more of a money-grab institution.
read any normalmapping tutorial, there's a billion.
1, make highpoly.
2, make lowpoly.
3, unwrap lowpoly.
4, set up cage, and render normalmap+diffusemap+ambient occlusion (in 3 seperate renders, dont do them in 1 pass, or it'll boost rendertime EXPONENTIALLY)
you dont need to unwrap your highpoly, your highpoly's ONLY concern is a good surface, because that's the ONLY thing you'll end up seeing in your normalmap.
your lowpoly doens't need anything extra for that little thing either, since when you render it, it's all considered 1 object if it's all in your projection list.
normalmaps only store surface DIRECTION, no height information at all. thats why you can have geometry floating over your other geometry. as long as all your high res mesh fits inside your cage, there won't be any problems.
in addition, this tutorial handles both floaters, and the general process of building next-gen assets in general (handles Quake 4 to be exact, do don't expect a max-tutorial. this is more of a general thing.
Yea, they brushed over floaters like that in hardly any time at all (aka he mentioned it once and moved on.) The only other time I've really baked normal maps was when I took an object into Zbrush that already had UVs, then brought that back into Maya and baked the map from that so at that point the high res object had UVs laid out and such anyhow, I was more so wondering all of that because I was playing with baking floaters to a normal map and it wasn't working out properly, was wondering if UVs were a problem or not.
Thanks a lot for the links and info sir +rep as always :P
November 13th, 2009, 08:54 AM
Hunter
Re: [GALLERY] Neuro's logical disorders.
Neuro, you are awesome :P I so need to learn Sub'D modelling, but I am too lazy atm, next year at Uni I will learn. Lok.
November 13th, 2009, 03:27 PM
Disaster
Re: [GALLERY] Neuro's logical disorders.
Quote:
Originally Posted by Hunter
Neuro, you are awesome :P I so need to learn Sub'D modelling, but I am too lazy atm, next year at Uni I will learn. Lok.
Its not that hard to learn. I picked it up in a few days.
November 13th, 2009, 04:04 PM
ejburke
Re: [GALLERY] Neuro's logical disorders.
Quote:
Originally Posted by Hunter
Neuro, you are awesome :P I so need to learn Sub'D modelling, but I am too lazy atm, next year at Uni I will learn. Lok.
Subdivision modeling is just polygon modeling, except you have to be able to understand and predict how every vertex and edge will influence subdivision. Sometimes that means adding more edge loops (corners need a parallel edge flanking both sides), sometimes that means you can get away with using fewer control points than you normally would (hexagons are all you need to define simple circular objects).
You don't even have to mess with subdivision surfaces. Polygons will do the trick just fine.
November 18th, 2009, 12:42 AM
t3h m00kz
Re: [GALLERY] Neuro's logical disorders.
Just out of pure curiousity, what are the weapons in your avatar? one resembles the Skrith Rifle from Ballistic Weapons. If you're familiar with Unreal Tournament 2004, I'm sure you know what I'm talking about :downs:
feel free to request tutorials like these, these things generally only take 15 mins to make, so it's not a big deal.
November 18th, 2009, 02:46 PM
Higuy
Re: [GALLERY] Neuro's logical disorders.
I bet some people could find that useful, nice. I like how sub division is p easy once you get it.. :allears:
November 19th, 2009, 03:38 PM
SiriusTexra
Re: [GALLERY] Neuro's logical disorders.
Yay its neuro from amsterdam.
November 20th, 2009, 10:17 AM
neuro
Re: [GALLERY] Neuro's logical disorders.
studio went bankrupt derp.
no more NDA to keep me from posting this.
http://i623.photobucket.com/albums/t...icle_bv206.jpg
this was for Wanted 2 (obviously never going to see the daylight, because both studios working on it are now bankrupt)
made from photo reference (google BV206)
November 20th, 2009, 10:50 AM
Maniac
Re: [GALLERY] Neuro's logical disorders.
Thats simply amazing work.
November 29th, 2009, 08:36 PM
killer9856
Re: [GALLERY] Neuro's logical disorders.
Oh nice
November 29th, 2009, 08:56 PM
DEElekgolo
Re: [GALLERY] Neuro's logical disorders.
o cool
January 1st, 2010, 01:58 PM
Rooster
Re: [GALLERY] Neuro's logical disorders.
OSHI! I remember where I recognize you from (neuro). U applied to Eclipse. Did u make it in?
u models are very impressive by the way.
January 2nd, 2010, 04:57 PM
neuro
Re: [GALLERY] Neuro's logical disorders.
eh they never rly got back to me, i PM'd the dude, and he actually replied, but never in any serious manner iirc.
doesn't matter now though, i've got my own project to keep me busy.
January 2nd, 2010, 05:55 PM
BobtheGreatII
Re: [GALLERY] Neuro's logical disorders.
Your treads seem stretched on the bottom right picture.
January 3rd, 2010, 03:52 AM
neuro
Re: [GALLERY] Neuro's logical disorders.
they are.
really, the threads were only there for the sake of looks, i baked the actual threads in a straight piece, which wasnt bent.
i basicaly, baked it onto a box, and uv''d the final stracks to match the bake (snapping the uv's to get a perfect fit)
(no need to bake in the deformation when you can just deform the mesh basically)
January 3rd, 2010, 10:41 AM
kid908
Re: [GALLERY] Neuro's logical disorders.
Model looks amazing, but how does the tread stay on? The end doesn't seem to have anything to keep the tread in place nor are there any alignment pillars.
Only thing I can find that's wrong. Except what been said and justified above.
Did you use an ambient occlusion mask in the texture? I think it would help make the screws and rail areas blend in more naturally with the overall shape. I know a lot of engines treat AO as a separate texture, but I still think it adds a nice depth to the diffuse when applied properly.
In any case, it's awesome and you've inspired me to start finishing some of my projects.
May 20th, 2010, 02:23 PM
neuro
Re: [GALLERY] Neuro's logical disorders.
yes i've got a baked ambient in the diffuse. (you can tell by the fuckup of the 2 dents at the back of the gun)
June 2nd, 2010, 09:14 AM
SiriusTexra
Re: [GALLERY] Neuro's logical disorders.
Eh :saddowns:
I dunno, looks awesome and all but I think it could look better.
Ah fuckit. It's finished, it's finished.
Good work. Just make sure next time make it more awesome.
June 2nd, 2010, 03:30 PM
neuro
Re: [GALLERY] Neuro's logical disorders.
i can send you the file if you want to make it more awesoem for me? :3
January 12th, 2011, 03:08 PM
neuro
Re: [GALLERY] Neuro's logical disorders.
timelapse of a little project i made over the course of a few days (~2 hour sessions) mostly to show a friend how to go about 'realistic' texturing (since all he knew was TF2 stuff EH SELENTIC?).
figured i might as well crop all the captured footage into a timelapse for people to watch.
January 12th, 2011, 04:25 PM
Patssj6
Re: [GALLERY] Neuro's logical disorders.
Corel VideoStudio? :P
Next time 16:9 (on the splash screen left bottom corner).
January 12th, 2011, 04:42 PM
neuro
Re: [GALLERY] Neuro's logical disorders.
sony vegas 9
first livestream added black shit to the top and bottom, and because i dont know how to like cut that shit off (not like i even looked) it got compressed into the next video
then youtube added some more vertical black shit on the side.
stupid shit, i should maybe hit F1 next time.
January 12th, 2011, 04:46 PM
Patssj6
Re: [GALLERY] Neuro's logical disorders.
Get an easier video editing software for stupid people like us. Nice timelaps..pitty there is no pretty render :P
I wouldn't have that much patience to put into the texturing part...
progress is kinda slow, since i'm only really working on this during lunchbreaks, but you can't imagine how much grief that large side-panel gave me before i found a shape that sortof works.
it still needs some tweaking i guess, but i'm happy with it for now (and that's saying alot after having gone trough like 20 versions of it)
October 24th, 2011, 05:27 PM
ejburke
Re: [GALLERY] Neuro's logical disorders.
That crease in the chassis is pretty glaring; you're probably not going to be happy with it later. I would make the curved side panel shape first -- having it cover the doorway completely -- and then cut the \_/ shape out of it. The bottom "_" edge can be perfectly straight, but the "\" is going to have to curve on one axis to prevent that crease.
October 24th, 2011, 07:15 PM
Nero
Re: [GALLERY] Neuro's logical disorders.
Looking great man.
November 1st, 2011, 11:32 AM
Hunter
Re: [GALLERY] Neuro's logical disorders.
Neuro, your a monster! :O
November 1st, 2011, 09:41 PM
PenGuin1362
Re: [GALLERY] Neuro's logical disorders.
Lookin pretty solid man. Got nothin really constructive to add, maybe once you get more. Lookin forward to see the whole thing
November 3rd, 2011, 10:06 AM
neuro
Re: [GALLERY] Neuro's logical disorders.
added a bunch of things, mostly small things, and tweaked even more things (stuff none of you are going to notice anwyay -.- )
November 3rd, 2011, 01:12 PM
BobtheGreatII
Re: [GALLERY] Neuro's logical disorders.
WHY IS THIS NOT DONE YET!? <:maddowns:>
November 3rd, 2011, 08:54 PM
t3h m00kz
Re: [GALLERY] Neuro's logical disorders.
that's obviously way too hi-poly to stick in-game!!!!!!!! hnggg!!!!
I kid, I kid. I don't get it when people complain about poly counts on unfinished models.
so like what, are you sculpting the details in with Zbrush or something?
November 3rd, 2011, 09:55 PM
Nero
Re: [GALLERY] Neuro's logical disorders.
Quote:
Originally Posted by t3h m00kz
so like what, are you sculpting the details in with Zbrush or something?
Nothing here seems to be done in zbrush, as it is all hardsurface work.
E/Unless you mean in the future.. :o
November 4th, 2011, 04:10 AM
neuro
Re: [GALLERY] Neuro's logical disorders.
this is all 100% 3ds max.
i MAY take it into Zbrush later on, and make some battle damage and stuff like that, but to be fair, i'd rather do THAT in max as well.
it's not that hard.
i still have a whole bunch of stuff to do on the large side-panel, and the entire front-section obviously, but at this point, i just want to get the overall look fleshed out first (opposed to how i started with the back in full detail) because i just want to see it :downs:
i've got no idea how long the inside is going to take, but i don't want to skip over anything in it :P
It's going to be fun making that.
actually it's fun to make -everything- in this thing, i've thoroughly enjoyed every second i spent on this during lunchbreaks :P (that's all the time i have to spend on this, about an hour per day max.)
November 14th, 2011, 07:37 AM
neuro
Re: [GALLERY] Neuro's logical disorders.
more stuff added.
-mostly- finished the outside now, still need to do the underside (which i started tarted, but havent bothered to continue yet)
Starting on the interior now.
comments/suggestions etc are all still welcome.
November 14th, 2011, 10:29 AM
DarkHalo003
Re: [GALLERY] Neuro's logical disorders.
Looking nice. What method did you use for the tires?