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Show-off your creations!


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#276 GlumshanksGirl

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Posted 23 April 2013 - 10:56 AM

SINGINGSIES
Spoiler


NEWER ARTSIES *colouring and shading level UP BOOOOP*
Spoiler


OLDER ARTSIES
Spoiler


UTAUSIES

Spoiler

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#277 PureCreativity

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Posted 24 April 2013 - 01:47 AM

youve said that u do only sigs. u can see the confusion :P

Where did I say 'I ONLY make SIGNATURES' ?
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#278 GlumshanksGirl

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Posted 24 April 2013 - 05:08 AM

^ You didn't specifically say that, but your post could have been taken that way though, because it was worded awkwardly *and could have two meanings depending on the reader*. Your signatures are excellent btw :3
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#279 PureCreativity

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Posted 28 April 2013 - 04:26 AM

^ You didn't specifically say that, but your post could have been taken that way though, because it was worded awkwardly *and could have two meanings depending on the reader*. Your signatures are excellent btw :3

Well I didn't mean't it that I only make signatures & thanks. ;)
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#280 VanillaNinja

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Posted 28 May 2013 - 01:29 AM

made another mix hehe, headphones recomended :P


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#281 VanillaNinja

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Posted 08 August 2013 - 09:48 AM

and another one :D

 

http://www.youtube.c...h?v=WNamIeUfPHg


Edited by VanillaNinja, 08 August 2013 - 09:49 AM.

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#282 Luckyin

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Posted 08 August 2013 - 10:22 AM

my photobucket and a small animation on youtube~

below on my signature xD


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#283 VanillaNinja

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Posted 10 August 2013 - 01:16 AM

my photobucket and a small animation on youtube~

below on my signature xD

 

wow 16k videos and all with 2-9 sec duration seriously ?


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#284 Cleffy

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Posted 30 December 2013 - 06:57 PM

Spoiler

I am working on a terrain. Here is a cliff model I am using.
I cleaned up the model some more and imported it into Unity. I broke the models up into 12 different models of various sizes. The one in the image is the smallest size and about 200 polies the highest is about 500 polies. The mesh is really clean evenly spaced quad topology and the mesh is tessellated into shape. It would be very easy for me to reduce its poly count as well with the method I used to retopology it for LODs.
While I was preparing it for import I ran into some issues that redoing the topology fixed. My planned 8 meter length, width, and depth is actually pretty small in the scheme of things. Even though in reality 8 meters is a pretty big length, the camera makes it look much smaller. I increased the length to about 32 meter which means the pixels per meter would be reduced too much. Also if I used the previous topology it would require much more polies where I could only duplicate the model a few hundred times to keep it under 1 million triangles.

Spoiler

I experimented with a new texturing method. The goal of the method was to produce a tiling shale like material that would have similar color as the cliff faces above. However I think I will have to rethink the method because its producing some undesirable artifacts. It tiles beautifully, and matches the cliff faces pretty well. It also looks fantastic from certain angles. The problem is there is a 1 pixel wide transition between different angles that happens to be too bright. This in turn flips the visual depth of the texture so it reads as the rocks go inward instead of outward when viewing at certain directions. It would take me a lot of time to manually fix these errors in Photoshop since it would be pixel level work on a 4096 texture. Much better to modify the computerized method to hide such transitions and do it in the background since the render takes about 8 hours.

Edited by Cleffy, 19 January 2014 - 09:35 PM.

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#285 Dinler

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Posted 07 January 2014 - 11:32 AM

Been working on a remix and attended a remix contest (DJ stuff :P)

 

Anyone who feels like they want to support can vote at: http://play.beatport...8ed744735961677
 

(You have to register which takes like 5 seconds). Your help will mean a lot!

 

Ciao :D


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