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whoa ... somebody should team up with this guy

category: general [glöplog]
hmz.. should give unwrella a try (if i can find it :P), thanks for that. their demonstration model with the cunt-face (in the video) is a bit appalling tho :D
Ok, I teamed up with him. Now what?
added on the 2009-11-04 18:26:19 by harism harism
I was expecting a lot since this guy apparently is so "crazy talented", but as IQ said (in less words) - meh.

You should take a look at some of the people contributing to xplsv.tv or the creative Vimeo channels.
added on the 2009-11-04 19:00:41 by gloom gloom
Next time I'll post in the oneliner, that's for sure :) Thanks Gloom, I'm actually checking out those guys regularly and I am well aware of the 'motion graphics' (god I hate that name) subculture, I didn't expect people to react this harshly to some above average models of skeletal things with baked detailmaps that I thought I'd share with you all. With a few notable exceptions modelling in demos is usually quite bad and uninspired, I hope I haven't inspired anyone to do better, that would be a tragedy ;)
www.cgtalk.com has quite pretty renders too, very inspiring stuff there.

the modeling in demos is terrible because there are only a handful of 3d artists around these days who still bother plus doing a single good looking model takes so much time i cannot blame 3d artists for just baking an AO map on some mesh (even this hero of yours does that :P) and be done with it rather than making a normal map, specular map, diffuse map and the whole mumbojumbo that would make your mesh comparable to those of a gaming standard.

so it has nothing to do with inspiration. got plenty of that.
Weyland Yutani> I THOUGHT IT WAS COOL
added on the 2009-11-04 20:30:19 by Pegan Pegan
maybe but that's still a shame.. Videogames are made to be big-budget but very generic visually. On our side one could have lots of fun experimenting with different visual approaches and crazy shaders.

But anyway, modeling is not so terrible as it is absent: it's more about seas of cubes. Sometimes metaballs or donuts if you get lucky.
added on the 2009-11-04 20:33:30 by BarZoule BarZoule
don't forget camphered cubes. :P
we need more teapots!
And ducks!
it's still real to me dammit!
added on the 2009-11-05 01:10:31 by src src
just to make sure: we need more blobs , less polys and shaders http://www.pouet.net/prod.php?which=5140

I'll make a demo about it ... I swear :)
Hello

About UVs , automatic unfold in 3ds max just plainly sucks.
It creates shitloads of tiny faces...this could explain why some of those "demo" are some fucking big ( up to 70 meg).... please also note there are no normal maps nor specular maps.... I assume that only a big diffuse is generated.

I made a lot of researches recently about UV ...

-uvrella is not that good and quite complex to use but fully integrated in 3ds as a plug in.

-Pelt gives good result but is not per pixel accrate. More work is really needed in order to achiev something decent.

my recommendation goes to UNFOLD 3D... a thid party program which is really esy to use and really efficient : the olny draw back is that you have to go through the OBJ export process ans the result is some time strange.
added on the 2009-11-05 13:43:54 by nytrik nytrik
Quote:
rather than making a normal map, specular map, diffuse map and the whole mumbojumbo that would make your mesh comparable to those of a gaming standard


and even if you did that, you aren't going to get many of them at a decent res in a 64mb demo limit.
srlsy, size limits on the democompo are still far too small imo.
added on the 2009-11-05 14:50:12 by smash smash
it's cool but FUCK QUICKTIME

SO ITEFj
yes, that too. demos should have a size limit of 50% of the available VRAM on the most common GPU at that moment! (so i guess that makes it 256mb for now)
Maali says :just do normal map, diffuse and specular and you are done..it s easy after all.
Well with some exception 3D in demo is poor. From my point of view the reason is that the scene does not appeal artists because most of the demos nowdays are just sphere and cubes.
I spoke to many pro 3D artist, from their point of view we are just loosers ( artistically speaking ).
added on the 2009-11-05 15:12:44 by nytrik nytrik
and they are right. 3d is usally far below average game industry level
added on the 2009-11-05 15:18:32 by xeNusion xeNusion
xeNusion: very far indeed.
added on the 2009-11-05 15:22:50 by keops keops
the scene gets what it wants. people have been ragging on graphics-heavy demos ("another boring 3d flyby" - "appeals to gamers") for years.
to a) find a really good 3d artist, b) get him to make his stuff realtime suitable, c) get him to go over it again and squeeze+destroy it into some insane artificial size limit, and d) watch people completely dismiss the graphics as a "boring flyby for gamers" and upvote some cubes instead..
wonder why most of the 3d artists gave up. :)
added on the 2009-11-05 15:42:33 by smash smash
nytrik: i didnt say that at all, you misinterpretate the word 'mumbojumbo' i think. and i also think that the blade cuts on two ends here, it's not that ppl do cubes and spheres only, also on the code side of things there is not much for artists to look forward to as 90% of the demos still only use a .obj or .3ds parser, ruling out a lot of cool stuff artists can do in a 3d package.

oh well for each their own, we cant all be fairlight :PPP
Quote:
srlsy, size limits on the democompo are still far too small imo.


I second that.

Quote:
the scene gets what it wants. people have been ragging on graphics-heavy demos ("another boring 3d flyby" - "appeals to gamers") for years.
to a) find a really good 3d artist, b) get him to make his stuff realtime suitable, c) get him to go over it again and squeeze+destroy it into some insane artificial size limit, and d) watch people completely dismiss the graphics as a "boring flyby for gamers" and upvote some cubes instead..
wonder why most of the 3d artists gave up. :)


And that. :)
added on the 2009-11-05 15:47:17 by Wade Wade
i use UVLayout (thanks to gizmo/fr for pointing it out a few months ago). it also does the "export to .obj, do your uv thing and import the .obj back"-thing, but some uvlayout user wrote a nice maxscript that automates that process, it collapses your entire stack to an editable poly tho (in fact i should peek in this dude's script to see if the editable poly cant be instanced rather than collapsed, cos i grew rather fond of keeping a proper stack for minor tweaks at ANY stage), but then again, if you do the .obj thing you have that very same problem.
http://www.roadkillpro.com/ is probably the best thing around for uv unwraps for max/maya by the way.
added on the 2009-11-05 17:04:38 by smash smash
3D is (IMO) cool if animated properly/interacting with demoscene effects.. that's what I'm trying to do anyway.
added on the 2009-11-05 17:07:40 by jaw jaw

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