



real-time rendering by using directX9.0 shaders, it consists of diffuse, specular and normals, was doing these for upcoming MMORPG game. feel free to give any comment!
3D work
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Dec 3 2008, 02:49 PM
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#1
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Junior Member
61 posts Joined: May 2006 From: Cyberjaya |
![]() ![]() ![]() ![]() real-time rendering by using directX9.0 shaders, it consists of diffuse, specular and normals, was doing these for upcoming MMORPG game. feel free to give any comment! |
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Dec 3 2008, 10:40 PM
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#2
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61 posts Joined: May 2006 From: Cyberjaya |
QUOTE(cymon @ Dec 3 2008, 06:58 PM) great work. thx, its almost 7k polygons for each of the mechs, well, there are polygon budget and it is crucial for not exceeding it >< its tough for me actually... how many polygon overall? the size do matter in world of mmorpg. it look like medium res model to me. i love the last two image. good concept with good detailing too. This post has been edited by GeneWiz: Dec 3 2008, 10:41 PM |
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Dec 11 2008, 10:42 AM
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#3
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61 posts Joined: May 2006 From: Cyberjaya |
QUOTE(cymon @ Dec 3 2008, 11:19 PM) have to so you're in this field too? great! got sifu to kacau! i'm not really professional in this field yet, but i do know the work flow and tricks as a game artist cuz i've been work as intern in local game company. greatly interested into this field, and i heard salary oso not bad i used to it. but except deal with home console(ps3 / xbox360). they give me extra more coz they know it most of my works are into high and detail model. i used to rig with 3d max but now i m into maya and modo. wish you all the best. |
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Dec 11 2008, 03:01 PM
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#4
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61 posts Joined: May 2006 From: Cyberjaya |
QUOTE(cymon @ Dec 11 2008, 01:15 PM) salary is not much high if you ask me about the game industry in malaysia. i've done internship training in codemasters studios in msia, cool studio and when everytime ppl know that i'm workin in there, they will like... 'woah!!', but for me, it's just another office work, although salary there is not bad, but as u said, we are paid to work, job scope are too narrow, thats y i'm taking some minor projects from US also, but with my newbie qualification, i'm currently doing it for free, and get some allowance only. hmm, wish to develop my career oversea leh, msia seems got not much chancethe jobscope is tigh and to expansion your career is limit. they don't have much thing to teach you coz they are paying you to work. there are few game company in malaysia too but mostly is mobile game company. that why i work freelance with foreign..which in USD.. beside game i also work on movie industry as well. i work only concept design/art part to model rigging. so are working or gonna work at this field? good to know a friend like you work at the same field. |
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Dec 11 2008, 04:12 PM
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#5
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61 posts Joined: May 2006 From: Cyberjaya |
QUOTE(cymon @ Dec 11 2008, 03:51 PM) good to hear that you done your intership training. well said, cuz from wat i've seen from US IGDA statistic, a junior game artist should make at least USD67k annually, but in msia, its hardly reaches USD30k even you are senior artist... i might think of getting into VFX field or... well, go back to the studios i've worked on, to learn whatever i can, most important, i got money to give papa mama every month! ha ha... it is not a good inddustry for a meanwhile. lot of big company at oversea is layoff and some went brankrupt or waiting to be take over (midway & atari) most of the financial stuck coz the production company dare not make any mass investment. about the salary, it is consider less if compare to oversea. to us is not bad coz due to our currency exchange. actually it is more that the amount we can earn at here.. no worry, lucks will come. maybe wait until next year see how the market going on.. now it is pretty rough time to go oversea. or take some lesson/skill/course in waiting to pass by the time. |
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Dec 11 2008, 05:16 PM
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#6
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61 posts Joined: May 2006 From: Cyberjaya |
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Dec 11 2008, 05:39 PM
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#7
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61 posts Joined: May 2006 From: Cyberjaya |
QUOTE(cymon @ Dec 11 2008, 05:27 PM) it is just the fact only.. good to hear that. wish u all best.. actually i got offer at lucasart at singapore before, at very early stage. that time they scout heavy for talents to help them build the empire at asia market. i reject their offer due i have company and project running. i got freelance with ilm all the time and they thought hire me as well.. that time the pay was good. i'm always thinking bout working with them especially ILM... love the way they work, and huge space to explore as an artist! maybe you can gimme some tips what should i aware of when i'm trying to apply for job? good portfolio? good essay? or any specification that they want to see? i'm a motion grapher, working hard in modelling, texturing, and loves to master in concept arts (cant excel in so many aspect within such short time yet), and of course... i love VFX (had limited knowledge of vfx because the lag of exposure from my university) here's my showreel and DA site... http://www.youtube.com/watch?v=FNjFNuORkkg http://genewiz.deviantart.com/ really hope sifu can gimme some guide... |
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Dec 11 2008, 06:20 PM
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#8
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61 posts Joined: May 2006 From: Cyberjaya |
QUOTE(cymon @ Dec 11 2008, 06:08 PM) nice portfolio u got. the showreel is nice but try to compact the elements coz those fella see a number of demo each day.. always put a great and nice one at the front and try to make is rich of work. you may not believe me, some only see few minute at the front and they eject it.. if you want to show them your artwork/3d work , then do less after-effect works or you wan to show them your fx works. if not they can get confuse of your main objective. |
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Jan 2 2009, 04:43 AM
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#9
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61 posts Joined: May 2006 From: Cyberjaya |
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Jan 2 2009, 01:13 PM
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#10
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61 posts Joined: May 2006 From: Cyberjaya |
QUOTE(kfc @ Jan 2 2009, 12:59 PM) haha guess you don't remember me, i worked in the car team before as intern, hows the studios going? miss azmi, kenji, chris them leh by the way, u guys are doing great so far wat, stay in there longer loo, all the best! This post has been edited by GeneWiz: Jan 2 2009, 01:15 PM |
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Jan 2 2009, 02:55 PM
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#11
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61 posts Joined: May 2006 From: Cyberjaya |
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May 27 2009, 02:23 AM
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#12
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61 posts Joined: May 2006 From: Cyberjaya |
here's my latest animation, feel free to give comments
http://www.youtube.com/watch?v=lETkw9pLuIc This post has been edited by GeneWiz: May 28 2009, 02:58 AM |
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May 27 2009, 07:27 PM
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#13
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61 posts Joined: May 2006 From: Cyberjaya |
3Ds max + Vray would be a very nice combination to start off, or you can also try maxwell renderer, very realistic renderer but resource consuming.
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Nov 24 2009, 05:42 PM
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#14
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61 posts Joined: May 2006 From: Cyberjaya |
QUOTE(NineCelsius @ Nov 24 2009, 01:07 AM) sorry from intruding, was wondering for a which part of a computer is important for a 3D workstation? as i am building one up. high speed processor with very high cache, and lots and lots of RAM, graphic cards are not so important as it is used for displaying in veiwports only, unless u're working with real time directx shaders like game industrial does. but if u wanna invest in workstation graphic cards, i would suggest you go for quaddro cards, if u hav extra penny... |
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Feb 22 2010, 11:09 PM
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#15
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61 posts Joined: May 2006 From: Cyberjaya |
These are my early workpieces for an MMORPG development, 'MecTech Online'.
Apparently the game is short of funding and the team was shutdown... it could be the 1st open world aim and shoot piloting game... wasted... ![]() ![]() these are more recent workpiece of mine in local games studio, I'm not sure whether I'm allowed to post these pics but if I'm not allowed to do so, please give me an advise and I'll take it off... ![]() ![]() ![]() PS: the racetracks are credited to the artists who had built it, obviously not me... all comments are welcome, looking forward to learn from you all... This post has been edited by GeneWiz: Apr 14 2010, 11:17 AM |
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Feb 23 2010, 07:49 AM
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#16
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61 posts Joined: May 2006 From: Cyberjaya |
QUOTE(Cyprid Dark ii @ Feb 23 2010, 03:08 AM) Genewiz,nice work ypu got there man....I used to mod a game like SLRR,NFS, & some racing simulation like RFactor..... thanks cyprid~ But nowaday it hard to me to modeling sumthin for game as my hand was itchy for high poly model.... i used to love high poly model as well, but my lousy pc keeps crashing whenever poly goes over 200k tris now learning to control model's silhouette, optimize models to give an illusion of 'high poly' |
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Feb 23 2010, 10:27 AM
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#17
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61 posts Joined: May 2006 From: Cyberjaya |
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Apr 14 2010, 11:20 AM
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#18
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61 posts Joined: May 2006 From: Cyberjaya |
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Apr 19 2010, 03:23 PM
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#19
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61 posts Joined: May 2006 From: Cyberjaya |
QUOTE(KYPMbangi @ Apr 16 2010, 02:05 AM) Yup, its important! in my opinion, blue print is not as important. blueprint usually guide me for very early stage of modelling, just to get a rough proportion, because end of the day, you'll notice that blueprint is always out of accuracy, it's the pain in the ass if you follow it too much... reference photos are more important if you ask me...btw, some cars especially racing and custom built for tracks don't really release their blueprint for public viewing. So sometime, picture reference is welcomed. I dont really know if this applies as well for those who already work in the game industry, ask Genewiz or peanut. |
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