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Author Topic: Steampunk World  (Read 57658 times)

davdud101

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Re: Steampunk World
« Reply #105 on: November 08, 2010, 09:39:00 pm »

I think I'll switch what I'm modelling to something more domestic such as... who knows what. Idk, I can't really get the hang of the details of steampunk.
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Arik_the_Red

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Re: Steampunk World
« Reply #106 on: November 08, 2010, 11:29:43 pm »

I think I'll switch what I'm modelling to something more domestic such as... who knows what. Idk, I can't really get the hang of the details of steampunk.

Domestic... such as these?

(now you see where I fell off my seat :P)
« Last Edit: November 08, 2010, 11:31:29 pm by Arik_the_Red »
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blazecon0

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Re: Steampunk World
« Reply #107 on: November 08, 2010, 11:30:18 pm »

this is the gun so far. the barrel and the stock aren't filly connected, tho you cant tell here. this model is built pretty simple so you can have a good many of them on screen w/o seriously hurting render time. next to be added is the trigger and a little lever close to it that allows for the water to be set for use.
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3Dgeek11

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Re: Steampunk World
« Reply #108 on: November 09, 2010, 01:10:20 am »

Hmm, the gun gives me an idea.

How about in one of the [renders] we make, or part of the city there will be a memorial park or something? And there could be a bunch of military men with guns? I dk. :P

I'm REALLY going to open Anim8or tonight and see what ideas I come up with.
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blazecon0

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Re: Steampunk World
« Reply #109 on: November 09, 2010, 03:52:37 am »

i was thinking it would just be for fighting the aliens. besides, isnt this post apocalyptic anyway? not a lot of standing around in the open occurring ;)
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kreator

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Re: Steampunk World
« Reply #110 on: November 09, 2010, 06:13:03 am »

Guns? looks like an ordinary shotgun to me...

think it could be a wee more steampunky Blazecon0

see my renders
« Last Edit: November 09, 2010, 06:16:53 am by kreator »
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blazecon0

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Re: Steampunk World
« Reply #111 on: November 09, 2010, 02:50:31 pm »

well for now im just making it functional, ill make it all pretty later using textures ;) also its a gun based off of the era more than the theme, i realy cant see a ray gun like that being used in a practical manner here :p
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rellik420

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Re: Steampunk World
« Reply #112 on: November 09, 2010, 05:30:47 pm »

great job everyone. i hope to see this finished. i would love to contribute but due to my current situation i dont think thats possible. i just want to wish you guys luck. have fun
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MeepII

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Re: Steampunk World
« Reply #113 on: November 09, 2010, 08:02:33 pm »

@blaze

you could add a little 'boiler' sphere on top to house the steam generating element.

@everyone

I have plans for my machine almost done. The mechanism actually works.
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$imon

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Re: Steampunk World
« Reply #114 on: November 09, 2010, 09:25:02 pm »

Sorry it took a while to get an update out here, I've been busy though! it doesnt show..

- Made a whole bumpmap which was quite some work
- added drain pipe, rain gutter and roof
- sat around watching Dexter


I could use some help though. I'm almost done the outside as you can see, then i will go on with the workshop inside, but before that i want to make the outside more like a steampunk-inventor's workshop would look like (inventions around the house?) yet my imagination is failing as usual.. any ideas would be welcome!

ps. Anim8or is being nice as usual with the rendering; when rendering with Art part of the shadows are missing, this is rendered with scanline, but half the faces I had to invert because the bumpmap wasnt showing up correctly.. see the second attachment, interesting isnt it?
« Last Edit: November 09, 2010, 09:29:00 pm by $imon »
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blazecon0

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Re: Steampunk World
« Reply #115 on: November 09, 2010, 11:25:04 pm »

that happens to me all the time. i actualy had 1 model turn its self infide out once. very strange..
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rellik420

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Re: Steampunk World
« Reply #116 on: November 10, 2010, 02:05:01 pm »

i think what you could do simon is have a junk yard type deal outside of the building. it could have a bunch of half finished and failed inventions.

its very annoying when ur faces flip. u have to manually flip them. i usually do organic models and that building looks really symetrical so it shouldnt take long to fix. from what i remember though you have to delete the points then use your add edge tool to make it again so that will fix it.

good job so far i know your like a "render king" and the final will be amazing as usual.

i would still really like to join this project. i just started working on something else but right now i have very limited internet access and my main machine is broken. i have an old comp that runs windows 98 which works but i dont have a good art program so i can mess about with textures. ill be technically homeless at the end of the month but i plan on living in a motel and my van for a bit untill i find something in my price range. luckily i still have a job (even though i get paid literally peanuts and i dont get enough hours) but once i get back on my feet again (hopefully soon) i would definetly like to contribute.

sorry for the rant. sometimes it just feels good to get things off your chest.
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$imon

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Re: Steampunk World
« Reply #117 on: November 10, 2010, 02:30:46 pm »

Rellik: I actually flipped them myself, because the bumpmap was not showing up properly..

Here are some pictures with the two different renders
All faces are now facing the right way - you can see how the bumpmap messes up in the scanline renderer

The shadows messing up in ART are probably because the models are only 1 poly thick, but that's just the way I model , otherwise it would be a lot harder to UV map everything properly. It will be interesting to see what the final renders will have to be rendered in.


EDIT: I came around this site that might help some people with their steam-engine design  http://www.crabfu.com/steamtoys/diy_steampunk/
« Last Edit: November 10, 2010, 03:39:15 pm by $imon »
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Mills

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Re: Steampunk World
« Reply #118 on: November 10, 2010, 03:30:56 pm »

I hate to say it $imon, but I find the inverted bumps on some faces actually adds something to the render, helps the building look a bit more jaded, which is in keeping with the all-but-gone plasterwork (?) you have down the far side.

I've encountered the shadow issue with these sorts of renders, though in scanline not ART;- I found it was caused by insufficient lateral polys in the model, but that clearly isn't your problem here.
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Janro

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Re: Steampunk World
« Reply #119 on: November 11, 2010, 10:00:31 am »

This is a very interesting project. Was a bit shy to speak up hence why I didn't post earlier.

I'd like to try and join. However I'm still thinking what exactly I can contribute.
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