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Thread: [WIP] Gridlock (56k beware, 1920×1128 pics within)

  1. #131
    Hey there! Llama Juice's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    Quote Originally Posted by English Mobster View Post
    Render time: 0:24.
    Skylight with Automatic Exposure Control/Camull-Rom filter FTW.
    Quote Originally Posted by English Mobster View Post
    Give me ~1 hour to render.
    .
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  2. #132
    Free Kantanomo English Mobster's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    I was using real clay renders then; took forever.
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  3. #133
    Glorious Beacon of Light Disaster's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    For new WIP pics - Just make a dark gray color as your diffuse, give it high specular and make the gloss half the specular level.

    No more clay renders. Get rid of the skylight. Render with your anti-aliasing filter of choice on and a dark gray render background.
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  4. #134
    Free Kantanomo English Mobster's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)


    Better?
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  5. #135
    Hey there! Llama Juice's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    Yes, much.

    E: I'd toss in a directional light with some simple shadows in there tbh... but that's just me.

    Also, Im talking purely about the render, I'm too tired to try to compare that to your old render to see if you fixed any geo.
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  6. #136
    i'd rep if i had any... MissingSpartan7's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    any renders of that sky you promised?
    *impatient for awsome*
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  7. #137
    Free Kantanomo English Mobster's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    Just got all playable areas finished, save the interior of the mall.

    The entrance to Blue base (with the escalators) is nice and open, while the entrance to Red base (park area) feels much more... imposing, with buildings towering above you on both sides. I actually rather like the different feeling each base gives you. I'll have to get a render for you soon demonstrating what I mean.

    The bland "fire exits" which used to be the only way to the mall interior have been replaced with tunnels much like those seen in "Data Hive". There are also more than two ways into the structure now: We have the broken windows you can jump through and the former "fire exits" still, but now we also have a parking garage you can use to get into the mall interior. As such, this has turned into an infantry-only "hub" of sorts.

    One other change: The shotgun and rockets have switched locations.

    I would have some renders for you, but I said "playable area"... meaning there are only fragments of buildings in place as of yet. I'll get some soon, I promise.
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  8. #138
    Free Kantanomo English Mobster's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    Oh, hello there.
    Progress on the above:


    Some work on the new section of Gridlock:



    For reference, this is what the old version looked like, from the same camera:
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  9. #139
    got dam forumers.... SnaFuBAR's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    I'm wondering how you manage to always always always somehow manage to make planar surfaces non-planar. The heck are you doing??
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  10. #140
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    I see alot of them were his ramps are, and seeing that there in curved spots too it could becuase of how hes chamfering or hes using the move tool axises wrong. (like when he moves on y hes also moving on z), which to be honest, isn't very hard to mess up on :S
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