YesNoOk
avatar

Buddha Chamber beta stage release (Read 5157 times)

Started by LM_MAVERIK, December 16, 2010, 07:03:13 pm
Share this topic:
Buddha Chamber beta stage release
#1  December 16, 2010, 07:03:13 pm
  • ****
    • UK
    • strides2glory.com/

  • Online
Re: Buddha Chamber beta stage release
#2  December 16, 2010, 08:07:48 pm
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
Very nice. The 3D feeling is very well rendered, and there's almost no sliding, which is very nice.
Just missing the animations we talked about, and it will really be awesome.
Re: Buddha Chamber beta stage release
#3  December 16, 2010, 10:27:15 pm
  • **
  • Yuyu shooting star
BEN DA_MAVERIK  :o omg that soooo cute lil character runing on your stage. o_O what the name of game did u got it from. or is this your own 2D/3D creation game  :o
 
love justices shooting star
Re: Buddha Chamber beta stage release
#4  December 16, 2010, 11:56:13 pm
  • ****
    • UK
    • strides2glory.com/

  • Online
BEN DA_MAVERIK  :o omg that soooo cute lil character runing on your stage. o_O what the name of game did u got it from. or is this your own 2D/3D creation game  :o
 

its my own character her name is tsumiko  ;D  http://mugenguild.com/forumx/index.php?topic=120212.0

Very nice. The 3D feeling is very well rendered, and there's almost no sliding, which is very nice.
Just missing the animations we talked about, and it will really be awesome.

Thanks yeah the animated version will be released with my fullgame.
Re: Buddha Chamber beta stage release
#5  December 17, 2010, 02:29:17 am
  • *****
  • kill them all
    • www.triggerall.com
love your stages dude!!
            www.triggerall.com
Re: Buddha Chamber beta stage release
#6  December 17, 2010, 05:38:57 am
  • *****
  • TYRANNOSAURUS
    • Canada
    • mugenguild.com/mi2
looks pretty FREAKINN AWESOME. I really want to check this out just to see how you did that effect.
Re: Buddha Chamber beta stage release
#7  December 23, 2010, 01:47:29 am
  • ******
  • Complicated.cns
  • No, I've never played a Zelda game before, shut up
    • Argentina
I have a request, can you release some of the work files? I mean the maya/autodesk/whatever u used to create those stages. I would like to know how people goes around in this kind of creations, Im just starting to use maya and know no shit and would like to check some stuff.

If you say yes please PM me because I'll forget about this post :P
pls
Re: Buddha Chamber beta stage release
#8  December 25, 2010, 01:20:32 pm
  • ****
    • UK
    • strides2glory.com/

  • Online
I have a request, can you release some of the work files? I mean the maya/autodesk/whatever u used to create those stages. I would like to know how people goes around in this kind of creations, Im just starting to use maya and know no shit and would like to check some stuff.

If you say yes please PM me because I'll forget about this post :P

I can't actually do that sorry, I am not comfortable with the idea of giving out my work like that. There is no real guarantee that they will be used for only learning purposes. But what I can do is create a tutorial on how to make and prepare 3d stages for mugen.

love your stages dude!!

thanks mate hopefully you'll like the project ;D

Re: Buddha Chamber beta stage release
#9  December 25, 2010, 11:47:36 pm
  • ******
  • Complicated.cns
  • No, I've never played a Zelda game before, shut up
    • Argentina
I have a request, can you release some of the work files? I mean the maya/autodesk/whatever u used to create those stages. I would like to know how people goes around in this kind of creations, Im just starting to use maya and know no shit and would like to check some stuff.

If you say yes please PM me because I'll forget about this post :P

I can't actually do that sorry, I am not comfortable with the idea of giving out my work like that. There is no real guarantee that they will be used for only learning purposes. But what I can do is create a tutorial on how to make and prepare 3d stages for mugen.

Yes, that would be AWESOME! If you can do that please, that would help me ALOT! Learning how to make the stages was the reason behind my post so I would like to have a tutorial dedicated to stage making for mugen.
pls
Re: Buddha Chamber beta stage release
#10  December 26, 2010, 06:10:25 am
  • **
  • I move beyond the speed of soul
    • desmondolds.webs.com/
Now that's a 3-D stage....no offense..but if more stages come out for mugen like this..im sure it will bring in more people..


pretty much...this is as close to a reality stage then i seen in previous stages..

P.S also in advance to your tutorials of making 3-D stages for mugen..do you plan on advancing to more 3-D Realistic Characters as well?
Re: Buddha Chamber beta stage release
#11  December 26, 2010, 08:57:26 am
  • ***
nice stage  ;) I'm impressed.
First I was like: -_-
Then I was like: FUUUUUUU
Re: Buddha Chamber beta stage release
#12  December 27, 2010, 07:01:14 am
  • avatar
  • **
  • I must be allergic to money cos I never have it
It's a good start but there are a few critical things you might want to consider.

1) Why is there mud on the floor? It's ruining the atmosphere. I suggest you get rid of the dirt/mud, stick to a wooden floor with a nice carpet. Preferably with a nice oriental design or something with Sanskrit text (to compliment the Buddha statue).

2) It lacks depth and atmosphere. In 3d, a lot of professional art is adjusted afterwards in Photoshop or other editing programs to adjust colours and add effects. I suggest you add some contrast to some areas to make them pop. Make some lighter areas lighter and darker ones darker. Don't go nuts with it. Just play with it enough to make the background stand out.

3) I don't know if you know about colour temperatures but if you overlay some colours with a low opacity, you can make your background warmer or cooler giving it some kick. May I suggest you watch this: http://www.youtube.com/watch?v=whTjD92YYQM&playnext=1&list=PLF5948DB494EA79B1&index=3

4) You might want to add a little bit of bloom into the scene. Bloom is basically that soft glow you get bright and shiny surfaces. This is optional but you might wanna consider it. It would make some of your shiny surfaces look better.

I know it's a lot to consider but, in the end, I think the background would be better if you consider what I've suggested.

Don't get me wrong. The work is good but it could be better.

Anyway, good luck with this.

Revanto  ;P
3d rocks!
Re: Buddha Chamber beta stage release
#13  December 27, 2010, 01:55:24 pm
  • ****
    • UK
    • strides2glory.com/

  • Online
It's a good start but there are a few critical things you might want to consider.

1) Why is there mud on the floor? It's ruining the atmosphere. I suggest you get rid of the dirt/mud, stick to a wooden floor with a nice carpet. Preferably with a nice oriental design or something with Sanskrit text (to compliment the Buddha statue).

2) It lacks depth and atmosphere. In 3d, a lot of professional art is adjusted afterwards in Photoshop or other editing programs to adjust colours and add effects. I suggest you add some contrast to some areas to make them pop. Make some lighter areas lighter and darker ones darker. Don't go nuts with it. Just play with it enough to make the background stand out.

3) I don't know if you know about colour temperatures but if you overlay some colours with a low opacity, you can make your background warmer or cooler giving it some kick. May I suggest you watch this: http://www.youtube.com/watch?v=whTjD92YYQM&playnext=1&list=PLF5948DB494EA79B1&index=3

4) You might want to add a little bit of bloom into the scene. Bloom is basically that soft glow you get bright and shiny surfaces. This is optional but you might wanna consider it. It would make some of your shiny surfaces look better.

I know it's a lot to consider but, in the end, I think the background would be better if you consider what I've suggested.

Don't get me wrong. The work is good but it could be better.

Anyway, good luck with this.

Revanto  ;P

1. its not mud, they are stones. ::) lol

2. post production work is done on still frames i.e promotional pictures and not for games that require realtime lighting. imagine doing post production on 237 frames lol. it's a no no. In fact in the 3d gaming industry post production work is pretty much despised since the idea is to create something consistent within the 3d enviroment untampered. In a job interview when you show your portfolio a lot of the time they will ask if the work is been edited afterwards. but i see what you mean about lighting which is what I said I would add in the posts before this

3. the video you presented is for concept art and not a real time game stage. post production is not used in this kind of 3d nature. majority for still images and non-realtime aspects. the techniques cannot be applied for this since I am dealing with 237 frames. The lighting has to be achieved as best as possible in the 3d program itself and rendered that way. without post production

4.the bloom will be added, I spoke with ebastard about this in the previous posts.

But thanks for the feedback cheers.

nice stage  ;) I'm impressed.

thanks man

Now that's a 3-D stage....no offense..but if more stages come out for mugen like this..im sure it will bring in more people..


pretty much...this is as close to a reality stage then i seen in previous stages..

P.S also in advance to your tutorials of making 3-D stages for mugen..do you plan on advancing to more 3-D Realistic Characters as well?


Yes I will be covering 3d characters in another tutorial. I have started a thread here--> http://mugenguild.com/forumx/index.php?topic=124261.0  about what I will cover.
Re: Buddha Chamber beta stage release
#14  December 28, 2010, 05:38:51 am
  • avatar
  • **
  • I must be allergic to money cos I never have it
Quote
1. its not mud, they are stones. ::) lol

Oh. It's hard to tell.

Quote
2. post production work is done on still frames i.e promotional pictures and not for games that require realtime lighting. imagine doing post production on 237 frames lol. it's a no no. In fact in the 3d gaming industry post production work is pretty much despised since the idea is to create something consistent within the 3d enviroment untampered. In a job interview when you show your portfolio a lot of the time they will ask if the work is been edited afterwards. but i see what you mean about lighting which is what I said I would add in the posts before this

Post production can be done on single frames and multiple frames depending on which program you use. For example, After Effects, allows you to make changes to multiple frames easily. Some 3d programs even allow you to use post-production plugins which allow you to make changes to your renders. It's a matter of making the most from the programs you have available. It's not impossible, though. There are always some possible workarounds.

As for "untampered" work, you can still do things like "bake" lighting into your textures then edit the textures to however you want them to look so that even in a realtime environment you can have the colouring and shading effects that you want.

Quote
3. the video you presented is for concept art and not a real time game stage. post production is not used in this kind of 3d nature. majority for still images and non-realtime aspects. the techniques cannot be applied for this since I am dealing with 237 frames. The lighting has to be achieved as best as possible in the 3d program itself and rendered that way. without post production

Sigh.... you're missing the point. The idea behind the link was to show you how colour temperatures work and how it effects the 'mood' of the work. Adjusting the colouring of the scene will make a real difference. Like I just mentioned, you can bake lighting into your textures and adjust them to get various colouring and shading effects. This is a good technique if the lighting in your scene doesn't change. If you don't want to bake your textures then you can still use your lights in 3d to give various effects. You can use point lights, for example, to give hot spots or cool spots to parts of the scene. Also, there is no shame in having some lights brighter than 100%. Basically, just experiment and see what's good.

Anyway, good luck with this and I look forward to see how it ends up.

Revanto  ;P
3d rocks!
Re: Buddha Chamber beta stage release
#15  December 28, 2010, 06:07:44 am
  • ****
    • UK
    • strides2glory.com/

  • Online
Quote
1. its not mud, they are stones. ::) lol

Oh. It's hard to tell.

Quote
2. post production work is done on still frames i.e promotional pictures and not for games that require realtime lighting. imagine doing post production on 237 frames lol. it's a no no. In fact in the 3d gaming industry post production work is pretty much despised since the idea is to create something consistent within the 3d enviroment untampered. In a job interview when you show your portfolio a lot of the time they will ask if the work is been edited afterwards. but i see what you mean about lighting which is what I said I would add in the posts before this

Post production can be done on single frames and multiple frames depending on which program you use. For example, After Effects, allows you to make changes to multiple frames easily. Some 3d programs even allow you to use post-production plugins which allow you to make changes to your renders. It's a matter of making the most from the programs you have available. It's not impossible, though. There are always some possible workarounds.

As for "untampered" work, you can still do things like "bake" lighting into your textures then edit the textures to however you want them to look so that even in a realtime environment you can have the colouring and shading effects that you want.

Quote
3. the video you presented is for concept art and not a real time game stage. post production is not used in this kind of 3d nature. majority for still images and non-realtime aspects. the techniques cannot be applied for this since I am dealing with 237 frames. The lighting has to be achieved as best as possible in the 3d program itself and rendered that way. without post production

Sigh.... you're missing the point. The idea behind the link was to show you how colour temperatures work and how it effects the 'mood' of the work. Adjusting the colouring of the scene will make a real difference. Like I just mentioned, you can bake lighting into your textures and adjust them to get various colouring and shading effects. This is a good technique if the lighting in your scene doesn't change. If you don't want to bake your textures then you can still use your lights in 3d to give various effects. You can use point lights, for example, to give hot spots or cool spots to parts of the scene. Also, there is no shame in having some lights brighter than 100%. Basically, just experiment and see what's good.

Anyway, good luck with this and I look forward to see how it ends up.

Revanto  ;P



There are spot lights a area and a ambience in the scene all set to produce 1024 depth map shadow as opposed to baking which is something I find gives a false appearance expecial in a moving enviroment. Allthough shadow baking reduces render time it doesn't suit what I need which is realistic lighting or close to realistic.

I will add more ambience and deeper shadow to emphasive the depth of the stage a lil more. Light particles and beams will be peering through the exposed roof in the final version. I am also pretty confident with colour warmth and shadowing since I do concept work on my course as well as modelling and animation.

Thanks again :sugoi:
Re: Buddha Chamber beta stage release
#16  December 28, 2010, 01:08:38 pm
  • avatar
Great Stage!!!  :ninja:
Re: Buddha Chamber beta stage release
#17  December 28, 2010, 03:21:51 pm
  • *****
  • One Alpha at a time
    • Puerto Rico
    • maxbeta.webs.com/mugen.htm

I haven't gotten around to commend you on your work yet, so I just want to say I've been watching you and I very much love what you are doing here.

Can't wait to see your project show full fruition.

Congratulations on the release and Happy Holidays!
On Indefinite Hiatus - Add me on Wii U Smash Bros: Maxbeta
"We need other people in order to create the circumstances for the learning that we are here to generate" RIP Adam Yauch aka MCA