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Topic : "Marines Vs Nurgle Daemon" |
Flexible Elf member
Member # Joined: 01 Aug 2000 Posts: 642 Location: Parker, CO
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Posted: Fri Nov 03, 2000 2:55 pm |
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When I think of Warhammer 40K I think of gigantic battles with explosions, shells and ordinance flying everywhere. You should try doing something like that, maybe with the Nurgle demon cracking out of the earth sending marines flying or hanging on for dear life. and a big range of different marines with chaplins and terminators and all the fun stuff with guns a blazin'!! **pant*pant**
I dig the picture but it lacks the energy I think it could have.
Every time I see one of these Warhammer 40K pictures I wanna do one myself!
-Flexible Elf
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Psionic member
Member # Joined: 09 Sep 2000 Posts: 414 Location: UK
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Posted: Fri Nov 03, 2000 3:40 pm |
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I was reading a novel and this type of scene stuck in my head so I did this picture.
I get what you mean but my crappy computer cant handle much more than this, maybe I'll figure a way to do a more complex scene next time
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Psionic member
Member # Joined: 09 Sep 2000 Posts: 414 Location: UK
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Posted: Fri Nov 03, 2000 3:42 pm |
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If you do any 40k stuff let me know, i'd love to see it!
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Flexible Elf member
Member # Joined: 01 Aug 2000 Posts: 642 Location: Parker, CO
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Psionic member
Member # Joined: 09 Sep 2000 Posts: 414 Location: UK
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Posted: Sat Nov 04, 2000 12:42 am |
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Check out my latest bit of artwork at http://www.psionic.pwp.blueyonder.co.uk follow the link in the News section to see the pic, Its 800x600 so it might take a while to download but its worth it, honest hopefully
Its 3d stuff but heavily touched up in Photoshop
Psionic
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Psionic Artwork
[This message has been edited by Psionic (edited November 03, 2000).] |
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Psionic member
Member # Joined: 09 Sep 2000 Posts: 414 Location: UK
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Posted: Sat Nov 04, 2000 11:29 am |
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I look forward to seeing some stuff from ya. I would like to do an epic scene but It would just take way too long and I agree some of the Warhammer 40k artwork is so detailed and epic its just awesome, glad to hear someone else has heard of it
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glFlush(): junior member
Member # Joined: 26 Oct 2000 Posts: 7 Location: Teesside, UK
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Posted: Sun Nov 05, 2000 12:06 am |
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Nice 3D models there m8. Which package did you use?
Ive just started using Softimage and 3DSMAX3.1 at Uni, and ironically enough, a game I'm designing for one of my subjects is influenced and based around some areas of Warhammer 40K. As is a 3DSMax ingame character model I'm designing for another subject.
Some of the imagery, stories and designs they churned out for that game was amazing.
That was years ago, I dont collect the figures or owt now, I'm too old :P I just stand back and admire what was
glFlush(): |
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Psionic member
Member # Joined: 09 Sep 2000 Posts: 414 Location: UK
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Posted: Sun Nov 05, 2000 2:52 am |
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max and then heavily touched up in PS, yeah I havent played the game myself but I love the concepts and artwork surrounding it let me know when you do some stuff I'd love to see it!
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Ben Barker member
Member # Joined: 15 Sep 2000 Posts: 568 Location: Cincinnati, Ohier
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Posted: Sun Nov 05, 2000 9:24 am |
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Hey, nice pic. Here's a tip for when you have a slow computer (like I did for a long time, just upgraded, heh.) Heck, even when you don't have a slow computer, for still images, you should do this in order to make it look the best it can be:
Render everything seperately then composite them in PS. Render the background, then the marines, then the Greater Demon (Daemon?), then the fire, etc.
This is how big movie studios do everything. Complex scenes, like in "Gladiator", are actually the result of compositing over 100 layers into a finished scene. This way, instead of just two marines you could have 50, even if your computer doesn't have the memory to render that all at once. Since you will be rendering ONLY the Demon at once and nothing else, you can make it THAT much more detailed.
Render things seperately, preserve the alpha channel by using tga format, and use the "matte" material on scenery to preserve cast shadows for compositing.
Use texture mapping as much as possible. Avoid raytracing, volumetrics, and procedurals if you can (that nurgle skin looks procedural). It might be more time consuming to make, but even when you have 50 MB of textures on a character it will render very fast. |
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Psionic member
Member # Joined: 09 Sep 2000 Posts: 414 Location: UK
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Posted: Sun Nov 05, 2000 10:28 am |
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Thanx a lot Ben, I do use layers and stuff, and my next pic will be far more complex, good advice m8 and I didn't know that about tga's, that could be very useful to me, thanx again. The demons' skin is a texture map, I rendered a front view, then added a load of detail and mapped it back onto him, then Touched up the final render in PS. Glad you liked the pic and thanx for your advice.
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