Eyeball88's Showcase

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Eyeball88
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Eyeball88's Showcase

Post by Eyeball88 »

While I haven't touched my copy of 3D Studio Max since I last left Tamriel Rebuilt, I am now really looking forward to working on it again, with this beautiful new engine.

My strengths are in modelling and texturing; I have never had a nack for the animation aspects. Creatures, structures, statics are what I've found that I'm best at.

Here are a few images from previous TR work. I believe I still have the 3dsmax files backed up on DVD.

Morrowind's "Skylamp"
[img]http://img156.imageshack.us/img156/7574/skylamp3km.jpg[/img]

The Werebear
[img]http://img90.imageshack.us/img90/1461/werebearblack3qx.jpg[/img]

I'm not the most dependable person at times, I have a tendancy to disappear when Real Life takes over, but I always find that I miss this project, and I'd like to contribute to Hammerfell.
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Post by Haplo »

Hey again Eyeball, I remember you avidly :-) I also remember your quick and deft hand at modelling & texturing. My favorite work of yours was the Skylamp, it was really cool.


Good luck getting Moddership :-)
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

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Post by Morden »

Hey Eyeball. Welcome back. Don't worry about leaving the project before, we've always got real life to take care of first, and that's important. The project has gone through some organisational changes, but essentially things are the same. We created the TR Modder usergroup in january, and I'd say we're a closer community now. Those who show a commitment and potential on the forums, and a willingness to learn are added to the usergroup, and given access to the rest of the boards. Its been a while since i've seen you on the forums, but now that I think of it, you're still on my MSN list from a while back.

Even though there is no official model exporter yet, programmers in the ESF community are working hard at bringing us the right plugin... the problem comes in with Havoc physics and collision data. On the brightside we can accurately export and import items which don't require collision data, such as plants and weapons.

You'll also noticed that we've worked hard at developing our concept art for the Hammerfell province. You can check out the Weekly Sketch Group results on the main page, or the forum itself for individual theads, and offical architecture concepts. If you see anything you like, I'd love to see what you can do with it, and I'm always up for collaborating with modellers. Glad to see you around again.
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Post by Haplo »

And don't neglect our IRC channel, either, at #tamriel. The Server is ChatSpike. There's always a couple of folks on, no matter what the time is. Come in for fun and fellowship.
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

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Post by PoHa! »

Hey there, Eyeball88!

You've certainly earned the respect of others here. If you don't mind, would you show us some more pics of your models?

Like... the were-creatures I've heard talk about, and some others?
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Post by Morgoth »

Yes, please do. Always nice to see a good modeller! You seem to have the texturing aspect down very well.
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Post by Stalker »

Putting my voice for the guy. After all it's my area of expertice he's to join :)
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Post by Eyeball88 »

Okay, here's some high-poly stuff. The turtle shown here is a work in progress from my very first personal project. I later textured him and fixed the legs, but don't have any stills of that; it's all in a big video now.

[img]http://img303.imageshack.us/img303/7375/turtlerecent7ol.jpg[/img]

Here's a detail shot of the ballista on his back

[img]http://img89.imageshack.us/img89/8320/ballista3ep.jpg[/img]

Here's a deer skull I modelled after I found one very similar to it while walking my dog.

[img]http://img481.imageshack.us/img481/5819/skull7fu.jpg[/img]

And, to show that I'm a well-rounded guy... here's a gargoyle holding a coffee mug.

[img]http://img139.imageshack.us/img139/7176/gargoyle3oo.jpg[/img]

(I believe he fits into Tamrielic lore somehow. Ask M'aiq.)

edit: accidentally pushed submit too soon.
Last edited by Eyeball88 on Mon Apr 03, 2006 5:53 pm, edited 1 time in total.
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Post by Macar »

:shock: wow. That looks very nice! Someone promote this guy...

PS. Let's see that video.
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Post by Eyeball88 »

Macar wrote::shock: wow. That looks very nice! Someone promote this guy...

PS. Let's see that video.
It actually didn't turn out very well... I modelled and textured my brains out.. and then it came time to do the animation and.. well, yeah, it went from "Lord of the Rings" quality to... I dunno, "Spice World." It looks better in still images ;_;
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Post by PoHa! »

Obviously, Member promoted.

Feel free to use this thread for any other showcasing of things, or, quite frankly, for posting advice for others (usually, showcase is for asking for advice, not the other way around, but in this case...)
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Post by Macar »

There might not be a simple answer to this, but how do you get those soft shadows. They make things look so realistic.
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Post by Haplo »

I still want to see that video :-P
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

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Post by Eyeball88 »

Macar wrote:There might not be a simple answer to this, but how do you get those soft shadows. They make things look so realistic.
Actually, there is a really simple answer. In 3dstudiomax it's an advanced light setting called "Sky Lights" that computes the way that light would bounce, reflect and shade every single surface. The problem with sky lights is that it takes an incredible amount of time to render; At one point, in one of my more detailed scenes of my video, it was taking 50 minutes PER FRAME to render. There are 30 frames in every SECOND of animation.

I had to turn off my skylights :(

They're really awesome for showing off stills, though, and you can "texture bake" the skylight into something if you want to make the texture always look like that.
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Post by Macar »

Cool, I wonder if Maya has a comperable feature.
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Post by Dexter »

Yep, promoted. Great work Eyeball, can't wait to see some more from you.
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Post by wishmaster »

woow!

Dude, are you working for some kind of game making studio or something? O_o
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Post by The guar man »

Hey man im from British columbia also....that doesnt matter...thats extremely good shit man!!! :mrgreen:
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Post by Morden »

Your knifey.

[url=http://img167.imageshack.us/my.php?image=dunedwellerweaponsdagger7cn.jpg][img]http://img167.imageshack.us/img167/530/dunedwellerweaponsdagger7cn.th.jpg[/img][/url]
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Post by Eyeball88 »

Heh, thanks for the bumpage :)
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Post by Nalzay »

just wondering, will we be able to have those little dangling things on the knife have gravity? because it might look bad if it doesnt react. I guess we will have to wait and see till it can be imported into the game.
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Post by Nanu »

Actually, I don't believe that we've gotten down how to Havok enable meshes yet. This isn't my department though.
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Post by Eyeball88 »

This one has been kind of fun, I started it after getting home from work today. I'm still trying to figure out how I'm going to do the plume out of the top, though. If it can't be animated at all, we might have to make it a static that drops over the shoulder, hangs directly down the back, or just make it very short..

[url=http://img239.imageshack.us/my.php?image=leatherhelmwip6gv.jpg][img]http://img239.imageshack.us/img239/9017/leatherhelmwip6gv.th.jpg[/img][/url]
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Post by Morden »

Excellent. :) How will the veil react to the player moving his head around? Without havoc it'll probably just clip through the body?
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Post by Eyeball88 »

Well I'm not quite sure how bad the clipping will be, but I saw this the other day:

http://blogfile.paran.com/BLOG_213718/200604/1146379408_L_060430_Obl_Hairs01.jpg

And I'm wondering if there are ways around the clipping issues. I asked on the ESF to see if we will be able to rig/animate armor but nobody knows yet.
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Post by Macar »

Ahh!!! naked vampire children! Run for you life!!1

Anyway, The helm looks incredable. It will be awsome if theres a way around clipping. If not, I think removing the veil wont be a terrible loss.
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Post by Eyeball88 »

Something I was inspired to play around with: Yokuda-styled clothing. Here's a start:

[img]http://img399.imageshack.us/img399/449/yokud16mb.jpg[/img]

And here's a texture I'm playing around with. Not sure on the final colour scheme, but the "ochre" theme seems to fit very well. The carving on the little center disc is one of Lutemoth's Satakal drawings, the same one found on the Dunedweller Dagger.

[img]http://img386.imageshack.us/img386/4061/yokudtext12kp.jpg[/img]
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Post by Lady Nerevar »

thats awsome. is it posible in game? cause i have tons of drawings like that lying around. and how detailed are we able to make jewelry?
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Post by Eyeball88 »

I don't think there are any limitations on necklaces, and things like the beaded headband should also be possible and not at all difficult to get into the game.
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Post by Morden »

It looks amazing. If you can try getting this into the game on your next days off I'd very much like to use it for promo material.
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Post by Macar »

Will there be any problem if a character has, say, a huge schnozz?
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Post by Morden »

Eyeball and I discussed that on MSN.. and yes, if you build a huge freak character there will be clipping... but if you do that you'd have to expect some incompatibility. I believe the intended use is for some Redguard/Yokudan NPCs...and we have full face control over those.
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Post by Sload »

Maybe it should be moved up between the eyes, most characters won't have huge things there.

But also, if it doesn't change at all, won't that severely limit who can wear it?
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Post by Haplo »

Can't you havokize it?
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Post by Morden »

Anywhere on the head limits who can wear it... so its not a matter of shifting it around the face. And no, we can't add havok physics to it. In anycase the design isn't up for debate by us. Eyeball is making it and he can deal with it in anyway he chooses...lets just appreciate it.
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Post by Sload »

Comments, criticisms, and questions are the way to making things perfect, not appreciation.

You also indirectly answered my indirect question, making a massively indirect statement about it. If I udnerstand you correctly, any normal NPC will have no problem with it. If that's the case then there's obviously no problem.
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Post by Eyeball88 »

I don't mind criticism at all. I actually intend to ask for colour schemes or bead patterns if anyone is interested in helping me find good, high-quality bead images that I can use.

I tried to build it with enough space in between the "nose" and the first beads, so that there is some freedom in the character's face development.

[img]http://img154.imageshack.us/img154/3752/yokudside5ti.jpg[/img]

However, if you plan on having a Barbara Striesand-esque snout, then the incompatibility of this item will be my way of punishing you for having horrid taste in facial aesthetics. :)

Havok swaying beads are, as far as I know, a definite no go. You have to link them to the "head bone" and they get their animation from following that bone. It's the same reason we can't have flowing capes (you'll see the "umbrella" cape effects, same as Morrowind) or weapons like whips (no bone animations for weapons.)
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Post by Wasabi »

It looks like it has a little Native American in the design. I revere model makers, as I have tried and I repeat tried dabbling in model making. You must shape each polygon and it is a painstaking process... I could not even form one that did not look retarded :P Maybe if Eyeball gets the time he can tutor me lol...

A note on the turtle:

I think the bite force on giant turtles should be tremendous, the gag pole inside it's mouth would be more realistic if it were metal, because if it were wood, the turtle could snap it like a twig.
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Post by Ronain Arthyn »

There is another mod out discussed here [url]http://www.elderscrolls.com/forums/index.php?showtopic=447450[/url]
(I believe was found by cleverclothe, not sure If I am giving credit to the correct person.)

Anyway, the helm with veil and the hat with beads could possibly use the hair slot for he veil / beads. I do not know the specific details of doing this; however, I believe you might get the desired havoc effects close to what you would need by applying this method.

Again, I don't know if this would work, and it was not my original idea, but you might find the information useful.
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Post by Eyeball88 »

http://img334.imageshack.us/img334/3236/rihadwalls0gb.jpg

Posting this here so I don't forget the link later on. It's not finished yet, but it's close. City walls for Rihad.
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