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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#07: I think this is my favorite use: crystalline glowing pics of architecture...

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#08 ... or you could go into the 'light mode' and make a kind of stylized sketch.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Here's the source for both those last two...

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
tigerAspect wrote:
I am so stoked for the new Spacehulk. The previews were one of the things that convinced me to buy FF.


Hey, cool, tigerAspect. If you do something cool with it, post it here... I love to see what ppl are doing w/ my filters. (Also so I can make more along those lines.)
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Targos
Game Dev
Posts: 196
CorvusCroax, some totally amazing artwork here. Its great to see the source images used.
Did you ever complete the Pipes filter? right at the start of your thread.

Keep up the great work

AaronC
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ys75
Posts: 7
Thanks for submitting Spacehulk v2! Seeing your work was what got me to finally buy FF last week.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
These are brilliant smile:)
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Very nice..... smile8)
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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tigerAspect
Posts: 222
Filters: 9
Spahehulk v2 is awesome! Just a quick question, what happened to the version with the nifty round bits?
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Kraellin
Kraellin

Posts: 12749
Filters: 99
interesting idea, corvus and interesting application of that idea. looking forward to a play with that one smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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ys75
Posts: 7
Quote
Spahehulk v2 is awesome! Just a quick question, what happened to the version with the nifty round bits?


I think thats v3. He said he may release it after his game. I'm looking forward to it as well!
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Thanks for all the encouragement guys!

Quote
ys75 wrote:
I think thats v3. He said he may release it after his game. I'm looking forward to it as well!


Yep, that was my plan. I'm using that for a game project. By the time it comes out I'll probably have a v4 spacehulk. smile:)

Quote
Targos wrote:
CorvusCroax, some totally amazing artwork here. Its great to see the source images used. Did you ever complete the Pipes filter?


Thanks Targos. re: pipes... Well, I stopped working on it. I couldn't figure out a way to get nice clean 3-way joints. That's all much more do-able in V2, with bombers. If you'd like I can post the FFXML file here.

My ambition is to do a more complicated 'Random Steampunk Machine' filter, along similar lines to the Spacehulks. Similar, but all pipes and rivets...
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
Kraellin wrote:
interesting idea, corvus and interesting application of that idea. looking forward to a play with that one


Thanks Kraelin: I wish it worked better. I've been trying to figure out some FF - way to do some basic shape and corner recognition. (any ideas much appreciated!)

Any thoughts on the edge finder filter's name? I can't very well call it 'edge finder'. Maybe 'Crystalize Lines' or something?
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Kraellin
Kraellin

Posts: 12749
Filters: 99
try bombers with a shape component as the particle input. make your shape a straight line or nearly so. put your image component on the tint input... that might get you started... or throw you off completely. not real sure; i'd have to play with it some... or a lot. it does, what you have already, make a nice effect, though. it's sort of like some of those old starburst/sunburst thingies which highlighted and starbursted those points. that's all i got. you've probably already gone past all that, but what the heck, ay? smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
What I'm doing now is to take a regular gaussian blur, and a motion blur, then calculating the difference. So, where it's not different = lines in the direction of the motion blur. I do that 4 times: 1 for HZ, Vertical, and a double for the diagonals. So the controls can make sense, have to have pairs of blurs w/ same radii. The cool thing is that it pulls out the color, and brightness.

I think w/ the bomber mode, it would be more monochrome, but it's probably worth a try.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
wow. way more complex than i thought it would be. i'll go back to sleep now and let you figure it out smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
On the forums, someone asked for a 'twilight colorization' filter. Took a whack at it: Came out pretty good, if a bit inflexible:


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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
here's the original, for comparison:

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
I think i need to intensify the effect. it works good on some images as-is, but other it's kind of tame.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
I think it works best w/ a sort of really overcast lighting.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
and the standard lifesaver

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Kraellin
Kraellin

Posts: 12749
Filters: 99
interesting, isnt it, how much the same filter can differ from image to image. i often make a filter for a single image and then rarely use it on others.

btw, nice smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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CFandM
ForgeSmith

Posts: 4768
Filters: 266
Quote
Kraellin wrote:
interesting, isnt it, how much the same filter can differ from image to image. i often make a filter for a single image and then rarely use it on others.

Yep...The filter looks great for one image, maybe two then others turn out to be not so good with the same filter..Even if you've tweaked it... smile:)
Stupid things happen to computers for stupid reasons at stupid times!
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Here's something else I've been playing around with: creating a filter that takes an arbitrary image input, and places it around using bombers. In this case, I'm feeding it 4 brush stroke image inputs, and it places them around the image, simulating a painterly effect. I think the image inputs make for better particles than anything I could make using FF. (that is more like brushstrokes.)

Was doing it in 2 bomber passes, but it was crazy slow.

The brushstrokes rotate with the hue, and has a control on it for more chaos.
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
001

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
002

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
here is the input mask I'm using. It comes in as a selection on top of the image. The filter breaks it into 4 particles, which are they placed based on the source image.


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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
This makes it a bit clearer:
You can see the number shapes a bit clearer

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
004: using a bit more crisp input map. (the thing in the lower right corner is a mini version of the map)

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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
CC.....second to last looking really good..... smile8)
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Hey, thanks SJ.

The hard part seems to be getting it to show more small bits in areas of high frequency detail. That's sort of what that one (and 004) does, but it's not quite working satisfactorily yet.
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
I would suggest trying a surface result and adding some height/paint thickness to end of stroke.....and a little reflectivity.....like in those heavy oil paintings..... smile:)
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Hmmm... interesting. That's probably worth a try: The trick is that you can only load in the the single grayscale channel of the selection,(the rgb is the underlying image) so you'd have to give up half of your source images to get a separated channel for that.

The other problem is that to get the fine detail, the image is made up of 2 bomber passes, with one creating the rough background and another creating the detail. The detail one is set to overlay to combine with the back. That wouldn't work as well w/ a solid surface approach, and the detail would have to come some other way.
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Playing around with making a bolted hull plate. Think I figured out how to do offset edges pretty well: just take two 'minimum' components w/ different radii and blend them together using difference. Creates a nice easy inset.

Now if I could just figure out how to filter for corners...

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Playing around with Mortex, updating it to FF2.0. Added bolts, made the lights use HDR lighting, etc. Added a nice group of components which create the plate offset, based solely on the the height map. Bolts are showing up a bit in the wrong place, and I need to implement the technique used above.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Mortex 002

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Mortex 003

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Mortex 004
boy, the AO really helps these

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tigerAspect
Posts: 222
Filters: 9
Dear god I want that filter SO HARD.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
nice, corvus smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Quote
CorvusCroax wrote:
The trick is that you can only load in the the single grayscale channel of the selection,(the rgb is the underlying image) so you'd have to give up half of your source images to get a separated channel for that.

The other problem is that to get the fine detail, the image is made up of 2 bomber passes, with one creating the rough background and another creating the detail. The detail one is set to overlay to combine with the back. That wouldn't work as well w/ a solid surface approach, and the detail would have to come some other way.

True.....could just try isolating the stroke edges.....might work because using full stroke detail might be too much anyway.....

Second metal form pic does it for me...... smile8)
Quote
tigerAspect wrote:
Dear god I want that filter SO HARD.

LOL..... Sounds like a sadomasochistic filter demand..... smile:| ..... smile:dgrin:
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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KGtheway2B
KGtheway2B

Posts: 660
Filters: 34
CorvusCroax, when I one-day get around to making my 2d scrolling shoot-em-up, I think you've pretty much done all of the artwork for me with your filters. Just cut some nifty shapes from those textures, slap them on a grassy background and POW, instant "retro shump enemy bases"

Awesome job, though the rivet pattern feels still a bit "grid-ey"
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ronjonnie
Designer / Artist

Posts: 809
Filters: 320
Hey CorvusCroax,

VERY COOL!

Have a GREAT day! smile:)

Ron
zazzle.com/Ronspassionfordesign*
So much to learn, so little time.
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
tigerAspect wrote: Dear god I want that filter SO HARD.


Here you go. Be warned: it's a big 'ol mess. And crazy slow. Definitely a work in progress.

Quote
Kraellin wrote:nice, corvus Smile


Thanks!

Quote
ronjonnie wrote:VERY COOL!


Thanks!

Quote
KGtheway2B wrote:
... Just cut some nifty shapes from those textures, slap them on a grassy background and POW, instant "retro shump enemy bases"


Thanks! Actually that's pretty much what I do: although I load these as displacement files into zbrush and use the clip plane to separate out interesting shapes.

Quote
Awesome job, though the rivet pattern feels still a bit "grid-ey"


Yeah, they're too regular. It's hard to get them to line up in the straight areas and also be placed correctly in the corners.



Tech Test 002.ffxml
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
StevieJ wrote:
True.....could just try isolating the stroke edges.....might work because using full stroke detail might be too much anyway.....


Hmm... not sure how to isolate just the edge. Could you elaborate?
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