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The Relentless Movie project The general for of The Relentless Movie Project. The goal of this project is to make a CG movie of Relentless.

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  #26  
Old 2006-06-27, 22:42
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Well I cant wait for the textured model, because you have noticed our weakest point is actually textures
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  #27  
Old 2006-06-27, 22:54
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There's going to be a quite some procedural textures. I know it doesn't give a great result, but they actually can. Procedural textures, with bumpmapping, are way more powerfull than most people think.
And we don't have any problem with sending files over, it's all already in 3dsmax.
Some things will be textures though. The streets for example. Those are bricks, and thus not really great to do with procedural mapping.
I already detached and grouped all the things that need bricks as a texture, so now it's only UVW-mapping and were done
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  #28  
Old 2006-06-27, 22:54
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Fantastic work

I would hold off on the texturing for now. We still don't know what part Proxima City will play in the film.
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  #29  
Old 2006-06-27, 23:28
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awesome work!
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  #30  
Old 2006-06-28, 02:00
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Artistic. You rule, Bot13!
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  #31  
Old 2006-06-29, 12:26
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I'm sorry for not updating you yesterday.
I'm having some problems in my personal life, which I don't want to be attracted to that much, but it's happening anyway.
But I know even in really hard times I just have to keep going, so I'll try.

Ok, back to the 3d.
Some small updates. I already did a part of baldino's area, but it's hard because of the polycount.
Here's a small animation of a tree 'falling', or 'blowing away' or whatever you'd call it what happend to the trees next to baldino's house.
With some explosions or smoke this could make an animation when baldino flies into his house.
Next to it is thesame animation with an noise modifier. I don't like it personally, but you decide.

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  #32  
Old 2006-06-29, 12:42
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I prefer the right version, its more interesting than the left
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  #33  
Old 2006-06-29, 13:34
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right for me
nice job anyhoo
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  #34  
Old 2006-06-29, 13:35
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You know, it's nice, but why would a tree melt? I think It should be blown away, burnt an all - the molten trees where there, in LBA1 I think becouse they wanted to accent the blast somehow.

Btw. hope you get your things sorted, or that it'll turn out ok.
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  #35  
Old 2006-06-29, 17:30
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Well this is an alien planet the trees could melt
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  #36  
Old 2006-06-29, 19:43
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A new update.
@Jasiek, thank you.. Although it's actually getting worse. I can't even concentrate on this any more.. My modeling is getting worse too, so I guess I'll need a break.

Anyway.. I'll not bore you with my personal stuff. Just the usual update. I don't like it, it's really shit. Tryed to make something like LBA1 but a bit less cubic.
I'll redo it when I find some time for it, and when I'm ready to fully concentrate on this again.

I know, water 's coming through floors, lanterns are placed too low.. I know.
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  #37  
Old 2006-06-29, 20:02
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It's very good, but too small. I suggest you use your imagination (well, anyone can do this in form of concept art) to "design" some roads/random buildings between each "scene" on the island to make it bigger. Perhaps like a scrapyward near Baldino's place or some random clone checkpoints. Also gates need to be removed so the roads to the runic stones can be created.

Otherwise, amazing
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  #38  
Old 2006-06-29, 20:10
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Hey it's small but good looking

Good luck for your stuff - and the usual thing : send the scene to me from times to times, that's a good backup and doesnt cost much.
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  #39  
Old 2006-06-29, 20:14
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...and doesnt cost much.
Just 99,95ยค. In cash!
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  #40  
Old 2006-06-29, 20:35
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Bot that is bloody brilliant. I wishes I could model.

Just one thing, the island isn't that small, there's the bits on the left where you ride the bike and car to get to the holy rocks or whatever they were...
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  #41  
Old 2006-06-29, 22:44
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Some excelent, excelent work here

Quote:
There's going to be a quite some procedural textures. I know it doesn't give a great result, but they actually can. Procedural textures, with bumpmapping, are way more powerfull than most people think.
Indeed.
Procedrals give more variance, smaller file sizes and higher resolution.
Very underated and underused.

(heck,If games used mostly procedrals they could adapt the resolution according to your graphic cards abilitys...it just renders off the textures during installation)
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  #42  
Old 2006-06-30, 01:33
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Quote:
Originally Posted by Pandy
It's very good, but too small. I suggest you use your imagination (well, anyone can do this in form of concept art) to "design" some roads/random buildings between each "scene" on the island to make it bigger. Perhaps like a scrapyward near Baldino's place or some random clone checkpoints. Also gates need to be removed so the roads to the runic stones can be created.
That is about the only comment I can make, aside for the island being one increadible piece. The edges on your models must be increadibly soft
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  #43  
Old 2006-06-30, 01:51
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I must say I really like the melting tree. I think I prefer the one on the right.

With the model of the area around Baldino's house, you could try raising it a bit. That way, the house itself would be on a cliff by the sea.

Last edited by LukeNoNumbers; 2006-06-30 at 01:56.
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  #44  
Old 2006-06-30, 02:06
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I was thinking about that.
I'm almost afraid to ask, couldn't you perhaps make some sketches?

As said, I want to go for a less jaggy-edged version. Smooth straight lines, much like the rest of the island.
The only difference is that the corners are rounded a bit.

Another version could be a highpoly rocky version. With nonsymetric giant rocks placed over the field, with a lot of trees.
Although that's so not-LBAish.
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  #45  
Old 2006-06-30, 02:08
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Of course, I'll give it a try.
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  #46  
Old 2006-06-30, 18:06
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Update!
No, sorry. No update

I'm going away to some friends tomorrow morning. I'll 'sleep' there overnight, so I guess I'll be pretty tired afterwards. Just keep that in mind, the updates 'll start coming in a few days again.
Good luck luke762898378019827 !
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  #47  
Old 2006-07-02, 19:40
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Here's a suggestion for the area for Baldino's house on Proxima. As with most of my drawings I had trouble keeping it from looking gnarled and twisted; this looks a little too ominous for Baldino, but this was really just to suggest how the cliff could be used. I added a cross-section view at the bottom left in case it makes no sense. The way I've drawn it, the lower part of the cliff has eroded a little more, causing the cliff to extend over the sea.
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  #48  
Old 2006-07-02, 20:37
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Looks good. You seem really good with concept art... can you think/draw some houses or maybe a roadblock or something between the Baldino area and Proxim City?
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  #49  
Old 2006-07-03, 21:44
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I'm back.
Ok, nice suprise from my dad, he wanted to buy himself a new computer. So we went there, and it's awesome. 19'' screen, geforce 6100, AMD64 athlon 3400+.
Just wanted to say that, because this computer is pretty fast. When this pc is installed and all, and we'll have a good back-up, there will be 3dsmax here, and I can continue my work with a better framerate than 3 per second.

Luke, that drawing is awesome. I already made some 3d things, but I'll wait to resume that on a better pc. The polycount is killing, really.
Anyway, sorry for not posting a message earlier, but I hadn't slept for more then 2 days, so I wasn't really up for that.
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  #50  
Old 2006-07-09, 00:35
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I would take the houses in the north-east corner of the city and extend it by filling in more streets/houses. We've got a pretty good idea of how packed streets on Twinsun look like (a great example being Principle Island), so immitating it wouldn't be a problem.

My other recommendation is to actualy wait before doing more work on Proxima City. This is one place we're not too sure we might end up having in the movie. I'm sure there's *some* way we could use the model of the island in the film, but my bets is that it will probably be in a very short shot.
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