tag:blogger.com,1999:blog-60313873401134948352024-03-13T18:05:37.360+01:00Hell5pawn's blogHell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.comBlogger145125tag:blogger.com,1999:blog-6031387340113494835.post-29278952444181033872017-12-26T01:48:00.002+01:002017-12-26T01:48:21.387+01:00Alive and kickin'It's been 3 years since my last post. I'm sure nobody expects me to post anything but oh well, why the hell not.<br />
If anyone is wondering what have I been up to during these last years - I studied graphic design, got a gf and recently moved to the UK. BTW, if you need a logo, check out my <a href="http://www.transmontis.co.uk/">portfolio website</a> and get in touch.<br />
Anyway, as some of you might have noticed, there's a new Quake game around, called Quake Champions. At first, before the beta, I thought it's gonna be very gimmicky (like TF2 or Overwatch) but it turned out much better than I expected and I really like the game. Once they add demo support I'll try to find some time to create a frag movie. I already have a perfect tune ready. I'm excited and I hope you are as well:)Hell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.com0tag:blogger.com,1999:blog-6031387340113494835.post-77427514518217895032014-11-10T03:48:00.001+01:002014-11-10T04:00:26.710+01:00Dobry SztosHey guys, due to lack of free time and motivation I decided to drop the av3k movie project. If anyone is interested in the timestamped demos, just let me know, I'll be more than happy to see someone make use of them.<br />
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For those interested in what am I up to these days, I'm working part-time, studying and trying to set up a graphic design studio with a good friend of mine. Right now we're building the brand, taking part in contests, looking for opportunities, etc. It's still small, but we're working on it at a constant pace.<br />
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If you're interested - check it out:<br />
<b><a href="https://www.facebook.com/dobrysztosstudio">Facebook</a></b><br />
<b><a href="http://instagram.com/dobry_sztos">Instagram</a></b><br />
<a href="http://dobrysztos.pl/"><b>dobrysztos.pl</b></a> (under construction)<br />
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<br />Hell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.com0tag:blogger.com,1999:blog-6031387340113494835.post-62880179076626778902014-01-16T02:19:00.000+01:002014-01-16T02:19:25.962+01:00Oi2So the xmas break ended a while ago, I kept going through demos and watched all of the demos from the spreadsheet, DHS2013 and FaceIT legends demos. I found a couple of movie worthy frags, but nothing jaw-dropping really. I've downloaded a whole lot of other demos from different events, probably gonna download more soon, BUT right now I don't have the time to view them. The semester is about to end so I'm really busy with uni stuff.<br />
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Concerning my last post and possible abandoning the project, don't worry, even if I'll think that making av3k movie is a waste of time because of the content quality, I'll surely release the timestapped demos so that any willing moviemaker could pick them up and make an av3k movie instead of me.. And yeah the quality of footage so far wasn't that good, it's a bit sad that I was more fired up watching my own dm17 demos, *sigh*.<br />
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As proof that I'm busy with uni stuff, here's a doghouse concept for a dog pound. :)<br />
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<a href="http://2.bp.blogspot.com/-H13MoZYXqCo/UtczYPBqGTI/AAAAAAAAAY8/EsMEryDZnPA/s1600/dogpound.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-H13MoZYXqCo/UtczYPBqGTI/AAAAAAAAAY8/EsMEryDZnPA/s1600/dogpound.png" /></a></div>
<br />Hell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.com0tag:blogger.com,1999:blog-6031387340113494835.post-34104416451661029072013-12-23T02:22:00.003+01:002013-12-23T02:22:50.825+01:00Oi!So yeah, again it's been ages since my last post. Just giving everyone a little heads up about the situation. I've been going through Av3k demos for the past 2 days, mostly because of the Xmas break and some free time on my hands.Otherwise, I'm busy with all kind of things, and actually I'm seriously considering dropping this movie project. It depends on the quality of frags I'll find - I won't bother working on a movie with 'decent content'. Expect more info soon once I go through all the demos. Peace!Hell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.com0tag:blogger.com,1999:blog-6031387340113494835.post-82568742770452701082013-09-28T20:42:00.000+02:002013-09-28T20:44:33.197+02:00Platonic solidsFew days ago I came back from a mandatory university trip which took place in a small village located on the Baltic Sea coast. There all the students were given 2 different assignments which resulted in various installations and performances.<br />
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My group came up with an idea of using platonic solids as objects that are moved by wind. I really dig the geometry and contrast between nature and something so mathematical.<br />
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These pictures were made by my friend who was part of the group. If you want to see more of her stuff, check out <a href="http://www.angelikakontak.com/">her site</a>.<br />
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I also put together a short video. It was quite hard to pick out useable footage but I somehow managed to make a decent clip.</div>
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I really like the whole concept and one day I'd like to make something alike, but more professionally so to say.</div>
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Anyway, it looks like I'll have more free time on my hands during this semester. I'll do my best to catch up with all my old projects and bring this blog back to life. I know I've been repeating that over and over again but seriously I really want to. Stay tuned!</div>
<br />Hell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.com0tag:blogger.com,1999:blog-6031387340113494835.post-84238468771988323692013-08-20T15:46:00.000+02:002013-08-20T15:46:20.111+02:00Wanna help?Oi! So I have a day off today and just enough free time to put together a post. A couple of days ago the <a href="http://www.esreality.com/post/2466965/re-fragged-by-av3k-help-needed/">thread</a> about <i>av3k movie project</i> was bumped and after some thinking I decided to listen to this one fellow and make a <a href="https://docs.google.com/spreadsheet/ccc?key=0Ans_4cMv0J68dHNEQ056UTlNcDA4M3JIbWhkNDg2Znc#gid=0">spreadsheet</a> with some of the demos so people could view them and take part in the making of the video.<br />
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So if anyone is interested and has a bit of free time, feel free to grab a demo or two, watch it, look for interesting frags/moments and edit the document. Oh and don't forget to write down your name next to the info you've entered, otherwise I won't know who to list in the credits :) Cheers!Hell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.com0tag:blogger.com,1999:blog-6031387340113494835.post-57017289141736069722013-07-23T00:42:00.000+02:002013-07-23T00:42:15.065+02:00Heeeeeeeeey!Sooo, I'm so damn busy these days.. I'm in Germany, trying to earn some extra cash. In my free time I'm working on my thesis (right now I'm learning CLIPS programming language, it's exclusively for expert systems - a kind of artificial intelligence). There are also some other things I have to finish for uni. All that ^ is due for September.. So yeah, the av3k video project will have to be postponed, but don't worry, I really want to do it.. I just can't right now.<br />
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Instead, here's a four-leaf clover I found in the park while waiting for my job interview. Needless to say, I got the job :)<br />
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<br />Hell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.com0tag:blogger.com,1999:blog-6031387340113494835.post-41732098660409958882013-05-31T18:05:00.000+02:002013-05-31T18:11:16.160+02:00PureData, sounds and signalsDuring the last few days I learned a lot of new things. One of them being a visual programming language called PureData:<br />
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<i>Pure Data (aka Pd) is an open source visual programming language. Pd enables musicians, visual artists, performers, researchers, and developers to create software graphically, without writing lines of code. Pd is used to process and generate sound, video, 2D/3D graphics, and interface sensors, input devices, and MIDI. Pd can easily work over local and remote networks to integrate wearable technology, motor systems, lighting rigs, and other equipment. Pd is suitable for learning basic multimedia processing and visual programming methods as well as for realizing complex systems for large-scale projects.
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I'll be making use of this language in a project I'm taking part in. Basically, we'll be making a machine that reacts to sounds, draws shapes accordingly to them and possibly makes sounds itself. So it'll be a some sort of a musical instrument. Pd will analyze the incoming sounds and output signals used to control the machine. It's a quite complex problem but the more complicated the issue is, the more satisfaction solving it gives. :)<br />
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Here's a fragment of a simple example of the Pd "canvas", that's how the actual "code" looks like in PureData. Here we can see a simple MIDI synthesizer imitation that you can control using the computer keyboards' keys. The <i>key</i> object at the top, sends out a number whenever a keyboard key is pressed. Each key has a unique number. The object below is a number object, it's there only to show values of each pressed keys. The <i>sel</i> objects below send a signal only if they recieve the argument number. The big squares are called "bangs" and they indicate that a signal is passing through them (or can send signal themselves, when clicked on). Under them are message objects containing numbers corresponding to actual midi notes.<br />
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Apart from pd, I also learned a lot about sound itself. It's parameters, characteristics, etc. I needed to know more about it, because I had to know how to analyze it.<br />
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It's a big project and I'll most likely focus some more on it in the next semester. Right now, the current semester is about to end and I have to focus on finishing all current uni projects. I'll be making a motion tracking animation in the following days. It'll probably end up on my youtube channel so stay tuned.Hell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.com0tag:blogger.com,1999:blog-6031387340113494835.post-43157469467970020832013-05-08T18:27:00.000+02:002013-05-08T18:27:00.629+02:00The RLSoo, yesterday I picked up the good ol' rocket launcher model and I'm going to continue my "remake" that I started a couple of months ago. I'm dropping ZBrush for the moment though, as I'll work mainly in Blender (got sorta used to it). I made a shitty <a href="https://dl.dropboxusercontent.com/u/9734209/hdrocketl.png">FullHD</a> render of the original model yesterday. Thought I'll share it with yall.<br />
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Hell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.com6tag:blogger.com,1999:blog-6031387340113494835.post-50961225315489989442013-04-30T02:47:00.000+02:002013-04-30T02:47:13.047+02:0010KYesterday, the numbers of views of this blog has passed 10000. I'm really happy about reaching this milestone, and I'm looking forward to getting much more views in the future (when I'll finally write posts on a regular basis). :)Hell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.com2tag:blogger.com,1999:blog-6031387340113494835.post-998389735749860712013-03-31T03:04:00.000+02:002013-03-31T03:04:28.443+02:00Happy easter!It's this time of year again, happy easter people! (or Zombie Jesus Day) Have a good one :)<br />
A while ago I was learning how to use CorelDraw and I made this simple "winter/easter themed" illustration, thought I'd share it with yall. Right now it's still winter here in Poland (it's unusual for winter to last so long), that's where the winter theme comes from.<br />
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If you're wondering why I didn't post anything new recently, well, uh I don't have a valid excuse :D I finally finished all the due stuff from my previous semester tho, (I felt at least ten times lighter afterwards, seriously) and I made 2 simple websites, but I won't show them cause they aren't anything special.</div>
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OH, and I played quake! There's this q3 iFT clanbase ladder that was brought back to life after a couple of years. Oddly enough it even has some activity going on. After talking to my good ol' buddies we managed to play <a href="http://clanbase.ggl.com/warinfo.php?wid=11562426&cid=1090276">an official ladder game</a>. Feels good to be back. Hopefully we'll manage to catch some more games in the following weeks.</div>
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As for movie making, I'll try to start working on the dm17 movie in my free time. I promise! I'm also thinking about music for the next big projekt - Av3k movie! ;o</div>
Hell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.com0tag:blogger.com,1999:blog-6031387340113494835.post-24481359633753412812013-02-18T11:17:00.002+01:002013-02-18T11:17:47.321+01:00A skullYesterday I was messing around with some of my older models. Among them was a skull I sculpted in ZBrush around 2 years ago (damn, time sure flies!) but I never really rendered it properly. I made a simple render in blender. The results are quite cool:<br />
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<a href="http://2.bp.blogspot.com/-c6kRZdSLi_o/USH-1yBi5PI/AAAAAAAAAWA/sArZ4gW4buM/s1600/zbrush_skull.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-c6kRZdSLi_o/USH-1yBi5PI/AAAAAAAAAWA/sArZ4gW4buM/s1600/zbrush_skull.png" /></a></div>
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Obviously, the sculpture itself has numerous flaws, with the teeth being the one that stands out the most. I might fix this skull one day, but first I'd like to finish some other stuff :)<br />
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Oh, btw! I actually managed to play a bit of quake recently and I even made some movie quality frags:) Really tempted to start working on a new video!! :)Hell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.com0tag:blogger.com,1999:blog-6031387340113494835.post-31254481103190594082013-02-03T23:31:00.000+01:002013-02-03T23:39:46.714+01:00Games, games, games!I thought I'll write a bit about a couple of games I've played in the few past months.<br />
I'll start off with <a href="http://unmechanical.net/">Unmechanical</a><br />
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Unmechanical is a side-scrolling adventure puzzle game, with physics, stunning 3D graphics, great ambiance and what not! The movement in this game is also something you're not used to, as you'll be flying all of the time (well, almost). The only letdown is the length of the game, if I recall correctly I finished the game in one sitting.. and the ending is quite abrupt, feels like a sequel should be on it's way.. I don't want to spoil too much, but trust me, the game's really something. OH! and you can get it now from indie royale for a mare 4,04€ (right now) with <b>four other games</b>. (normally you'd have to pay 9€ for unmechanical alone!). So yeah, go check that out at <a href="http://www.indieroyale.com/">indieroyale</a> or if you still aren't convinced, check out the release trailer:<br />
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The 2nd game I wanted to post about is MIBO Arcade<br />
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<a href="https://play.google.com/store/apps/details?id=com.anddev.andengine.game&hl=en">MIBO Arcade</a> is a fun little android game developed by my friend in his free time. To be frank, it turned out to be quite cool. It's a simple arcanoid conversion that's controlled using the smartphone's accelerometer (or alternatively, you can enable on-screen buttons in the options). The game features multiple levels, replenishable health, double point bonuses, thrilling boss fights and more! All that accompanied by music of <b><span style="font-size: small;"><span style="font-weight: normal;"><a href="http://binaerpilot.no/">Binärpilot</a>. </span></span></b><br />
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<b><span style="font-size: small;"><span style="font-weight: normal;">If you have an android device, give it a shot and grab it <b>for free</b> from </span></span></b><a href="https://play.google.com/store/apps/details?id=com.anddev.andengine.game&hl=en"><span style="font-size: small;"><span style="font-weight: normal;">G</span></span><b><span style="font-size: small;"><span style="font-weight: normal;">oog</span></span></b><span style="font-size: small;"><span style="font-weight: normal;"><span style="font-size: small;">l</span></span></span><span style="font-size: small;"><span style="font-weight: normal;"><span style="font-size: small;">e <span style="font-size: small;">P</span>lay</span></span></span></a><b><span style="font-size: small;"><span style="font-weight: normal;">. </span></span></b>Hell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.com0tag:blogger.com,1999:blog-6031387340113494835.post-51249298325350894362013-01-24T02:55:00.003+01:002013-01-24T02:55:44.086+01:00Back from the dead!<div class="separator" style="clear: both; text-align: center;">
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Uh oh, you guys might have thought that I'm dead. Na-ah! I'm back. Sorry for the really looong silence, I was trying to focus on my uni classes and some other personal stuff. Oh, I was also messing around 3D a lot, learned tons but there's still a lot to learn. I don't have anything particular to show off so I'll pass for now.<br />
Um, so yeah, the winter semester at uni is about to end, once it's over I'll have time to work on something more enjoyable. I'd like to make a new ql movie or finish some of my old projects that I've left half done, like the rocket laucher model.. OH! yeah btw the model, an annonymous friend has made a <a href="http://i.imgur.com/PMVGR.jpg">real rocket launcher model</a> out of screenshots that I've sent him. For more info check the comments under <a href="http://hell5pawn.blogspot.com/2012/08/rocket-launcher-remake-part-4.html?showComment=1356024770967#c3624986138841612272">this post</a>. He really made an awesome job, check it out!:)<br />
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So yeah, new stuff soon.Hell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.com1tag:blogger.com,1999:blog-6031387340113494835.post-19029498218295623822012-10-25T00:50:00.000+02:002012-10-25T00:50:13.116+02:00Machinarium!<div class="separator" style="clear: both; text-align: center;">
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A while ago, a good friend of mine recommended me this little, point-and-click adventure game called Machinarium. It's a great indie game with lots of puzzles and amazing, hand-drawn art. While playing it, I was taken on a trip into a beautiful world, full of inspiring sights, mind-twisting riddles and a well thought-out story :) An interesting aspect of the game is that there are no dialogues - the game replaces speech with simple sign language, as a result, you don't need to know english to play:)<br />
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<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='560' height='315' src='https://www.youtube.com/embed/uwZBdWRSBRs?feature=player_embedded' frameborder='0'></iframe></div>
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Go ahead and visit <a href="http://machinarium.net/">www.machinarium.net</a> to play the free demo online, and if you like it, buy it! :)<br />
Oh, and btw, try to pass it without using any of the hints! I did :)Hell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.com0tag:blogger.com,1999:blog-6031387340113494835.post-40256222372123530532012-10-23T22:41:00.000+02:002012-10-23T22:41:09.837+02:00New blog bannerFinally, I sat down and replaced the ugly "under construction" banner with a new decent one. It shows the new logo I was working on during vacations. Hope you like it:) I still have to finish this little animation, it's a transition between my old "logo" and the new one. Hopefully I'll manage to release it this year. :}Hell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.com0tag:blogger.com,1999:blog-6031387340113494835.post-67727483729483993312012-10-21T19:51:00.001+02:002012-10-21T19:51:33.090+02:00Mural gallery - Gdańsk ZaspaAs promissed, I've made a gallery of murals I've taken pictures of 3 weeks ago. Below I posted some closeups of some of the more interesting ones (or at least for me). For the complete gallery follow <a href="https://picasaweb.google.com/114957661474319926657/MuralsGdanskZaspa?authkey=Gv1sRgCOKc-Izu4_Oi7wE">this link</a>.<br />
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Next up is the mural gallery from Wrocław. Stay tuned:) Also, if you have some interesting street art in your city or neighbourhood it would be awesome if you'd leave a picture in the comments, I'd love to see it!=)Hell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.com0tag:blogger.com,1999:blog-6031387340113494835.post-56612050953302143672012-10-19T10:33:00.002+02:002012-10-19T10:33:39.834+02:00All your base are belong to us<div class="separator" style="clear: both; text-align: center;">
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Jeez, it was already a month since I last posted, damn time sure flies. A lot of things happened in the meanwhile. I passed my driving license exam, broke up with my gf, qualified for that 2nd course at my university.. Oh yeah, I have some damn cool classes now, like drawing, paiting, sculpting, basics of interior design, visual communication, product design, etc. All in all, interesting stuff. The downside is that I don't have time for slacking, and I have to buy a lot of stuff (large paper sheets, paint, paintbrushes, etc. etc.) But I guess it's all for the best. :) I'll try to post some of my work later.<br />
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Last month I visited Gdańsk and took photos of some more murals! yay! Here's a little teaser. A while ago I posted a picture of a mural made by the same author - "M-City".<br />
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I've already made a gallery of the photos of murals I've taken in Gdańsk, but I yet have to upload it somewhere.. picasa most likely. I also have to finally sort out the photos of murals from Wrocław.. soon!:DHell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.com0tag:blogger.com,1999:blog-6031387340113494835.post-82851667494969971332012-09-13T17:36:00.001+02:002012-09-13T17:36:20.811+02:00Update<div><p>I've been very busy as of late and, to be honest, I still am. I applied for a 2nd course at my university, so if I'll manage to qualify, I'll be attending two courses simultaneously. I applied for industrial design, so I would have classes like drawing, painting, sculpting, etc. Pretty damn neat.</p>
<p>All the things I was working on are on low priority right now but I promise to get back to them as soon as possible. More news next week.</p>
</div>Hell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.com0tag:blogger.com,1999:blog-6031387340113494835.post-73534848020083359612012-08-25T00:09:00.002+02:002012-08-25T00:09:47.086+02:00Logo change animation (WiP)Right now I'm working on an animation that I want to release before my next project. It's going to be a sort of a transition, between my current "logo" and a new real one that I've recently come up with. My current "logo" or maybe more of a recognizable thing that I've used in my movies, is based on a quake 3 advert that I scanned from a gaming magazine ages ago.<br />
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<a href="http://4.bp.blogspot.com/-jBFtnYRi9ps/UDf6iMGLFII/AAAAAAAAASg/8EmYoTSjwps/s1600/q3ad.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-jBFtnYRi9ps/UDf6iMGLFII/AAAAAAAAASg/8EmYoTSjwps/s1600/q3ad.png" /></a></div>
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The animation I'm working on, will show this scene, falling apart, and my new logo rising from the smoke. The idea itself is quite neat, but actually doing it, is quite tricky. To set up the scene in 3ds max, I'm using free stock 3d models that I found on the <a href="http://archive3d.net/">archive3d</a> site. I had to scale up each of the models and put them in their place. This alone takes a lot of time, I'm not done yet, but here's what I've put together so far.<br />
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<a href="http://2.bp.blogspot.com/-75PzmpE3_DY/UDf7Jipo9WI/AAAAAAAAASo/nZWt0yJm4G8/s1600/render1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-75PzmpE3_DY/UDf7Jipo9WI/AAAAAAAAASo/nZWt0yJm4G8/s1600/render1.png" /></a></div>
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As you can see the models aren't the same as the ones in the advert, a lot of elements are missing, but I'll take care of it. I've already cut out some parts of the ad that I'm going to use as a background in the 3d scene. Then, I'll have to animate everything, make it fall apart. Then comes rendering. To be honest with you, I don't know how to make things look photorealistic.. YET! It's something I really want to learn and I'll be reading into it more soon. Then smoke some comes in, I'll most likely add it in AE since I've already found a nifty tutorial on it.<br />
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This all might still take a while, but I'll learn a lot of new things on the way, which I'll be able to use in my future projects. This animation will be quite a milestone. More news soon.Hell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.com0tag:blogger.com,1999:blog-6031387340113494835.post-44588592583374833862012-08-20T21:30:00.000+02:002012-08-20T21:30:07.277+02:00SupJust wanted to give everyone a little heads up. I've been a bit busy these days. I moved back home to stay here for a while. Before that, I was messing around with my new logo, because I want to get it on the site and get rid of that ugly under construction banner. I was also playing around with dm17, replacing the textures and stuff. Basicly, preparing things for my next movie project. The rocket launcher remake priority is lower now, first I'd have to finish that hard surface tutorial (which is awesome by the way). More news soon.Hell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.com0tag:blogger.com,1999:blog-6031387340113494835.post-41876331325657708112012-08-14T03:11:00.000+02:002012-08-14T03:11:28.358+02:00Rocket Launcher remake - part 4I didn't finish the detailing yet, after a while my hand began to hurt a bit, I was using my girlfriend's graphic tablet and I'm not used to it yet. Anyway, the details are sketched out, and I've added some gray here and there to make the metal parts look a bit like metal.<br />
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<a href="http://1.bp.blogspot.com/-O4p_l5kf23g/UCmlVZVsPZI/AAAAAAAAASI/LSiZIT_UjM4/s1600/zbrush_rocket_launcher_10.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-O4p_l5kf23g/UCmlVZVsPZI/AAAAAAAAASI/LSiZIT_UjM4/s1600/zbrush_rocket_launcher_10.png" /></a></div>
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I don't like how the details look sort of organic right now, I'll have to read a bit about hard surface sculpting.<br />
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Few days ago Paul Steed passed away, he was a very talented 3D game artist mostly known for his work at Id software with the first three quakes. I picked up a book of his about modeling and animating game characters. It's a fun read and I'm learning a lot too. In the following week I'll try to model a low-poly character. Not sure about the theme yet, but I'll figure something out. Hell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.com15tag:blogger.com,1999:blog-6031387340113494835.post-46395247419865978732012-08-13T01:03:00.000+02:002012-08-13T01:59:29.228+02:00Rocket Launcher remake - part 3After sorting out the flaws and dividing some of the polygons I came to the point where I asked myself if there's something more I can do with the model in order to make things easier in ZBrush. Since the whole model isn't a single closed mesh, but actually, 7 seperate meshes that intersect with each other, I was thinking about connecting all the meshes and unifying the model, that would mess up the textures though, but it wouldn't really matter, as I'll have to texture it again in the end. <br />
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<a href="http://4.bp.blogspot.com/-bhcZu7vZKXE/UCgtHl02yXI/AAAAAAAAARI/0Hk5O4PGqhA/s1600/3dsmax_rocket_launcher_8_1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-bhcZu7vZKXE/UCgtHl02yXI/AAAAAAAAARI/0Hk5O4PGqhA/s1600/3dsmax_rocket_launcher_8_1.png" /></a></div>
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Instead, I came up with a better idea. I detached each of the meshes from the model and exported them seperatly to .obj files.<br />
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<a href="http://2.bp.blogspot.com/-2yE5zPMglR0/UCgtFZN_M5I/AAAAAAAAARA/573vh6MKwo8/s1600/3dsmax_rocket_launcher_10.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-2yE5zPMglR0/UCgtFZN_M5I/AAAAAAAAARA/573vh6MKwo8/s1600/3dsmax_rocket_launcher_10.png" /></a></div>
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Importing each model into ZBrush was easier than I expected, since all of them had the same pivot point, the subtools (in ZBrush models are called tools) were aligned perfectly. Having each part of the gun in different subtools has a couple of benefits:<br />
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<li>I don't have to worry about accidentally editing different parts of the model. (no masking needed)</li>
<li>I can subdivide each part of the model seperatly and the subdivision limits are higher. (I can leave the parts where I won't be adding details with a low polygon density)</li>
<li>If something goes very wrong, I can just import that submodel again and replace it instead of having to go back to a previously saved version of the whole file</li>
<li>Symmetry is working fine! Last time ZBrush couldn't fnd symmetry in the model, so I had to add those details to each side seperatly. Now with symmetry enabled it will take a flash.</li>
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All in all, this way seems to be the best way, it has a lot of pros and little to non cons. I don't know why I didn't think of it earlier.<br />
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The topology of the barrel is now also fine.<br />
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<a href="http://3.bp.blogspot.com/-BhLxCuqpj4A/UCg1IDoIpzI/AAAAAAAAARw/YImM1lRJ2HU/s1600/zbrush_rocket_launcher_9.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-BhLxCuqpj4A/UCg1IDoIpzI/AAAAAAAAARw/YImM1lRJ2HU/s1600/zbrush_rocket_launcher_9.png" /></a></div>
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Here are some renders I made after a couple of subdivisions (notice the soft edges at the end of the barrel, I couldn't do that earlier, because the meshes weren't connected, instead I would get some ugly holes) and some coloring. <br />
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<a href="http://4.bp.blogspot.com/-YAJZViLSmNA/UCgtI03eYhI/AAAAAAAAARQ/mLaigNI3z9I/s1600/zbrush_rocket_launcher_7.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-YAJZViLSmNA/UCgtI03eYhI/AAAAAAAAARQ/mLaigNI3z9I/s1600/zbrush_rocket_launcher_7.png" /></a></div>
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Here's another one with a more metal looking material. Preparing these renders took only a couple of minutes, and I think they're already looking cool. Might be a nice wallpaper once the model is done ;)<br />
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Tomorrow I'll smooth the geometry and add details, stay tuned.Hell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.com0tag:blogger.com,1999:blog-6031387340113494835.post-72469764117208896842012-08-12T03:02:00.000+02:002012-08-12T03:02:26.214+02:00Rocket Launcher remake - part 2Yesterday, I didn't manage to finish detailing the model as I innitally planned. I would probably make it in time if I wouldn't encounter a problem. I kept on adding details and everything was going fine, or at least that's what I thought.<br />
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<a href="http://2.bp.blogspot.com/-zuBR1AG3Tu4/UCbu_kD19gI/AAAAAAAAAPY/X2RdpvC-c0c/s1600/zbrush_rocket_launcher_4.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-zuBR1AG3Tu4/UCbu_kD19gI/AAAAAAAAAPY/X2RdpvC-c0c/s1600/zbrush_rocket_launcher_4.png" /></a></div>
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When I wanted to start adding detail to the barrel, I noticed that the bad topology that I innitally neglected won't let me edit the surface as I want to. The polygons were badly skewed and my brush strokes appeared very sharp and edgy while they should be soft.<br />
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<a href="http://1.bp.blogspot.com/-FifCdrvPj2g/UCbzJu97ZwI/AAAAAAAAAP4/9zhNA1RCpk0/s1600/zbrush_rocket_launcher_6.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-FifCdrvPj2g/UCbzJu97ZwI/AAAAAAAAAP4/9zhNA1RCpk0/s1600/zbrush_rocket_launcher_6.png" /></a></div>
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I tried editing the topology with preserving the details I added. ZBrush
has some built-in tools for easy model retopology. After a couple of
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Instead, I decided to go back to 3ds Max and do what I should've done in the first place - prepare the model for editing in ZBrush. The stuff that I did to the model in max before wasn't even close to being acceptable, now I know that. I guess it just shows my inexperience.<br />
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<a href="http://3.bp.blogspot.com/-wyY3MNzUCms/UCb0wfj7b1I/AAAAAAAAAQA/1K4VChRPCQ4/s1600/3dsmax_rocket_launcher_4.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-wyY3MNzUCms/UCb0wfj7b1I/AAAAAAAAAQA/1K4VChRPCQ4/s1600/3dsmax_rocket_launcher_4.png" /></a></div>
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Here are the wireframes of the original model, note that the inner part of the barrel is a seperate sub-model (pink lines). The main problem is that the polygons that make the barrel are much longer than the rest of the model, adding some skewness to that creates some nasty topology. <br />
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First, I fixed the inner part by adding some vertices here and there, moving some around, etc. <br />
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<a href="http://1.bp.blogspot.com/--NqtPQhWfkI/UCb0yEUBvgI/AAAAAAAAAQI/xhqQSbKohGY/s1600/3dsmax_rocket_launcher_5.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/--NqtPQhWfkI/UCb0yEUBvgI/AAAAAAAAAQI/xhqQSbKohGY/s1600/3dsmax_rocket_launcher_5.png" /></a></div>
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Then I divided the barrel into segments, adding a lot of vertices, and connecting them together. This way I divided the long polygons into small ones, where a bit of skewness will do little to no harm to the overall topology.<br />
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<a href="http://3.bp.blogspot.com/-frJFCVrEpL8/UCb0yhMSf_I/AAAAAAAAAQQ/CZ9FnXlxGsA/s1600/3dsmax_rocket_launcher_6.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-frJFCVrEpL8/UCb0yhMSf_I/AAAAAAAAAQQ/CZ9FnXlxGsA/s1600/3dsmax_rocket_launcher_6.png" /></a></div>
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The lines aren't perfectly straight, but it doesn't really matter that much. Here's the same view, but with the inner sub-model hidden.<br />
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<a href="http://3.bp.blogspot.com/-LX_YyKciu5M/UCb00NfbrlI/AAAAAAAAAQY/_8REwRrVv70/s1600/3dsmax_rocket_launcher_7.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-LX_YyKciu5M/UCb00NfbrlI/AAAAAAAAAQY/_8REwRrVv70/s1600/3dsmax_rocket_launcher_7.png" /></a></div>
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And the other way around:<br />
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Next I decided to weld both models together. It took me quite a while to connect all the verticles together properly without creating some weird polygons or double edges. I was checking for holes and flaws for quite a long time before I found this 3ds Max option "select non-quads" which basicly selects highlights polygons that have 3 or more than 4 edges. <br />
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As you can see I still have some fixing to do. Another thing concerns me, right now, the main part of the rocket launcher has significantly larger polygons than the barrel. This might be a problem later on in ZBrush, when after subdividing the geometry a couple of times to add details to the main part, the polygons on the barrel will be very small, and thus the polycount will go up drastically.. I'll divide the polygons on the main part of the gun for good measure.<br />
Once I'm done with preparing the model in 3ds Max, I'll try to transfer all the details I made previously in Zbrush. If that won't work, I'll just start over. Stay tuned.Hell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.com0tag:blogger.com,1999:blog-6031387340113494835.post-70916491183532220062012-08-10T02:04:00.000+02:002012-08-10T02:10:23.038+02:00Rocket Launcher remake (WiP)I've decided to take the good old Rocket Launcher from Quake3/Quakelive and remake it in high detail. I don't want to make it much different from the original, I've seen a couple of those fancy complicated models and I'm not very fond of them. Rather than that I want to add detailed geometry based on the original textures:<br />
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<a href="http://3.bp.blogspot.com/-kLhPkH0gKpo/UCRLRrxfkDI/AAAAAAAAAOo/J3ynimdtDPw/s1600/rocketl.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-kLhPkH0gKpo/UCRLRrxfkDI/AAAAAAAAAOo/J3ynimdtDPw/s1600/rocketl.jpg" /></a></div>
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As you can see, the textures have some details that make the blocky, low-poly models seem to be more detailed. But it's just a poor illusion, not the real thing. Back in the day, models had to be low poly because PCs were obviously weaker. Nowadays even though the computers are much more powerful, 3D artists and model designers still have other, more advanced "illusions" such as displacement and bump maps, which make models look even more detailed. (on a side note, in the video from my last post, the skateboard has a bump map applied that immitates the grip on the deck, hah)<br />
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So yeah, I made some renders to show you, step by step, what I've done so far.<br />
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First I've imported the .md3 file to MilkShape3D, then exported it as an .obj file. Opened it in 3DS Max and removed inner edges of some polygons. (This will come in handy later on) Afterwards, I added the textures and made some renders:<br />
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<a href="http://4.bp.blogspot.com/-V75oRCtzMnY/UCRLOQ8sS9I/AAAAAAAAAOY/RHym5vEug44/s1600/3dsmax_rocket_launcher_2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-V75oRCtzMnY/UCRLOQ8sS9I/AAAAAAAAAOY/RHym5vEug44/s1600/3dsmax_rocket_launcher_2.png" /> </a></div>
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Standard rocket launcher model, the same as you can see it in-game. I really like the simple design. Someone made a really good job. I'll have to look up later who's the author.</div>
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<a href="http://2.bp.blogspot.com/-ceL_FxkTLQI/UCRLQhBDmnI/AAAAAAAAAOg/nRMnh4zVzrg/s1600/3dsmax_rocket_launcher_3.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-ceL_FxkTLQI/UCRLQhBDmnI/AAAAAAAAAOg/nRMnh4zVzrg/s1600/3dsmax_rocket_launcher_3.png" /></a></div>
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<a href="http://3.bp.blogspot.com/-sFQW_zg7yIA/UCRLMomrcnI/AAAAAAAAAOQ/1tWXM6GHrAE/s1600/3dsmax_rocket_launcher_1.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-sFQW_zg7yIA/UCRLMomrcnI/AAAAAAAAAOQ/1tWXM6GHrAE/s1600/3dsmax_rocket_launcher_1.png" /></a></div>
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Next, I've exported it to an .obj again and imported into ZBrush. Here I've subdivided the geometry (divided each polygon of the model) and split the model into some polygroups. They're handy, because I can easily hide parts of geometry and focus on smaller regions of the model. You can see the polygroups on the image below, each polygroup is shown with a different color. <br />
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<a href="http://2.bp.blogspot.com/-0GaA_V8cW0k/UCRLSj1OmVI/AAAAAAAAAOs/VrpMDLLVC7g/s1600/zbrush_rocket_launcher_1.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-0GaA_V8cW0k/UCRLSj1OmVI/AAAAAAAAAOs/VrpMDLLVC7g/s1600/zbrush_rocket_launcher_1.png" /></a></div>
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After smoothing out some shapes I added a reference plane with the side view render image from max, this way I could easily see where are the details that I want to add to the model.<br />
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<a href="http://3.bp.blogspot.com/-R4PHHR7SiW8/UCRLT0U6yUI/AAAAAAAAAO4/aL3OSCUF3fQ/s1600/zbrush_rocket_launcher_2.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-R4PHHR7SiW8/UCRLT0U6yUI/AAAAAAAAAO4/aL3OSCUF3fQ/s1600/zbrush_rocket_launcher_2.png" /></a></div>
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Right now I have some of the details sketched out. I'll try to finish the geometry tomorrow, then I'll have to texture it. <br />
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You might wonder why would I do such a thing. Well, the main reason is
that I can make use of it later on in a frag video, and I thought it
would be a nice experience. Especially since I want to remake the Sarge
model too.Hell5pawnhttp://www.blogger.com/profile/13068541141510648422noreply@blogger.com2