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Author Topic: Photoshopper/3DLowPoly/Lineartist  (Read 2692 times)
KitLightning
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« on: April 16, 2008, 09:53:45 AM »

Application for MWLL

Name: Morten Thorberg Hansen, a.k.a. netrom, Pink Sniper (& - II, - III), KitLightning.
Age: 36
Position: Sketch, Line-art, Clean-Ups, Concept Designs, Logo-Types, Photoshopper, DTP, LowPoly Modeller.
Past Project: Non officially in the Game industries. Unofficially worked with several RPG/RST shelf-projects.

To-Do;
- Follow up on line-art to 3ds LowPoly mods.
- Remake of CBT into lineart or 3d mods.
- Colour tryouts of 3d renderings in Photoshop.

Programs:
- Adobe Photoshop (since 1992)
- Adobe Illustrator (since 1992)
- Adobe PageMaker (since 1992)
- Adobe Flash (since 2001)
- Adobe Macromedia (since 2001)
- HomeSite (1997)
- Autodesk 3D Studio Max (since Dec. 2007)

« Last Edit: June 03, 2008, 10:39:16 AM by KitLightning » Logged



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KitLightning
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« Reply #1 on: April 16, 2008, 09:55:54 AM »

First Mech of 2008.
Picture shows concept from sketch dirctly to 3d mod.
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KitLightning
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« Reply #2 on: April 16, 2008, 10:00:20 AM »

next a loved item of mine ...

The "Bear Hunter" Superheavy Autocannon! [found here http://www.classicbattletech.com/downloads/Combat_Equipment_14-15.pdf]
first image is tha original linart (not my work)
second image is the actual 3d mod.
third image the quick-rendered 3ds, has been opted in Photoshop (a little!)
« Last Edit: April 16, 2008, 10:05:16 AM by KitLightning » Logged



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KitLightning
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« Reply #3 on: April 16, 2008, 10:03:11 AM »

next here another goodie ...

The “Firedrake” Incendiary Support Needler!
first image is tha original linart (not my work) [found here http://www.classicbattletech.com/downloads/Combat_Equipment_14-15.pdf]
second image is the actual 3d mod.
third image the quick-rendered 3ds, has been opted in Photoshop
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KitLightning
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« Reply #4 on: April 16, 2008, 10:12:50 AM »

... and my favorite of all Mech ... the BSW-X1 Bushwacker.

Here first a quick line-art drawing (to get the general curves of the Mech)
Second an older line-art [found in Battletech Compendium: The Rules of Warfare, p.126.]
Third a wuick-rendered image
And finally Camo-test in Photoshop!
« Last Edit: April 24, 2008, 10:22:03 AM by KitLightning » Logged



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« Reply #5 on: April 21, 2008, 02:47:49 PM »

Interesting methods.  You make the model in 3D, then instead of texturing it you render out an image and then paint a texture onto the image in photoshop?  You have got skills because I see the textures you are doing and although I'm not a huge fan of the camo these are great textures.  But if you are going through all the trouble to do that you might as well learn to texture in 3D instead of photoshop.  It just isn't any use in a game art pipeline except as a way to make reference images, but if you are doing all that work anyways you might as well just make the final thing.  I gather from your post you have been using Max for about 5-6 months?  Put unwrapping and UV layouts at the top of your to-do list and you will definitely be able to make some quality work. 
« Last Edit: April 21, 2008, 02:51:43 PM by Decency » Logged

KitLightning
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« Reply #6 on: April 23, 2008, 09:01:41 AM »

Thanks for the comment Decency!

Actually I have done some basic UVW-mapping but I deemed the textures to clumsy/basic to publish here, and at the moment I´m working to get the UVW Unwrapping to a satisfactory state? I havent done much UV work, basically because I first of had to learn the 3ds max environtment from scratch (no tutor aiding), and after this, as of now, I´ll learn to Unwrap it in a proper manner!

But besides that, I´m more than able to "play" with PS! :lol:
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KitLightning
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« Reply #7 on: June 03, 2008, 10:41:43 AM »

something from the To-Do-List

Yep you know it´s your little sweetheart.'

First more or less real try on making a UVW-Unwrapping successfully!

Thanks for the use of the sketch!

And for looking! Wink

---
timestamps for mwl-cl-srm.max

modelling
- start 21:32, 25 april 2008
- finish 01:22, 26 april 2008
[moddel prolonged due to erroneously save of version 0.0.0.3.max as a collapsed object (23:53), new moddel from version 0.0.0.2.max made.]

uvw-mapping
- start 01:22, 26 april 2008
- finish 03:07, 26 april 2008

texturing (p.1)
- start 03:07, 26 april 2008
- finish 05:22, 26 april 2008

found out that some modelling was still to be done, so what to-do?
- make side-boxes higher!
- make srm launcher longer? (optional, that the model matches the (original) cl-srm.jpg. The 3D model still feels to small)
- make corrections to uvw-map
- make corrections to texture

correction made
- on model 16:50 > 16:52
- on uvw-map 16:52 > 16:54

texturing (p.2)
- start 17:02, 26 april 2008
- finish (partially), 9 may 2008
- timeframe 6hr. 46min.
---

[edit: upload image :giggle:]
« Last Edit: June 15, 2008, 11:15:47 AM by KitLightning » Logged



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« Reply #8 on: June 20, 2008, 08:08:01 PM »

I'm not sure if i understand your last post as I am not a robot, but is that a 3d model with an actual unwrap and texture?  If so it is excellent!
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KitLightning
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« Reply #9 on: June 21, 2008, 04:35:05 AM »

... an actual unwrap and texture?

correcto mondo! mi amigo.

p.s. see the SRM, mine is a little shorter. http://www.mechlivinglegends.net/content/view/148
uh I forgot to put your sketch here too .. done!
 
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« Reply #10 on: June 21, 2008, 04:46:18 AM »

I'm not sure if i understand your last post as I am not a robot...
I guess your refering to the timestamps, Decency!
I use timestamps (i.e. keeping track of the min/hours spendt) on a project, that it, 1) is an old habit from working with advertisment, and 2) it is sometimes demanded by the company, so they can track "how much time a project has taken" and what amounts the bill will be for the customer. Thus you always can say "hey! I did that at that time!" or "that twist on the project to too long to make, the time has to be cut down!" and such.
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« Reply #11 on: June 21, 2008, 10:52:27 AM »

Very cool. Actually, I think it looks quite a bit better than the ones you photoshopped the textures on.
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KitLightning
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« Reply #12 on: June 22, 2008, 09:10:22 AM »

Thanks ToeBall! The (near invisible) Bump-map did the trick!  Grin
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« Reply #13 on: June 22, 2008, 05:50:45 PM »

Agreed, it looks great.  I see the timestamps and figured that was what was going on.. Wink  So is this an official application then?

Also, lets see your unwrap and texture!
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KitLightning
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« Reply #14 on: June 30, 2008, 10:05:13 PM »

erh Degency you really must have me excused for this ... but sometimes you amaze me! Yes it is and official application, sorry if I did not state "official" at the entry of the application. No it´s not a show-off, or yet another "look what I posted at MWLL!" I´m not that kind of guy! by far from that, neither would I freely donate my gears to Kamikaze the week or so before this post was set up!

I cant show you the uvw-map/texture for the SRM, that I´m not at home, I´m silly 300 km away from home, but one week from now I´ll post it all, for your eyes!

p.s. Kamikaze has one texture-map for the BearHunter, I remember, but I´m not sure if there was a uvw-map with that too.
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