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CorvusCroax
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Posted: February 4, 2010 1:25 pm | ||||||||||||
CorvusCroax
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Posted: February 4, 2010 1:27 pm | ||||||||||||
CorvusCroax
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Posted: February 4, 2010 1:27 pm | ||||||||||||
CorvusCroax
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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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Posted: February 4, 2010 1:41 pm | ||||||||||||
Targos
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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Posted: February 4, 2010 8:17 pm | ||||||||||||
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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Posted: February 4, 2010 10:34 pm | ||||||||||||
Skybase
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These are brilliant
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Posted: February 4, 2010 11:42 pm | ||||||||||||
StevieJ
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Very nice.....
![]() Steve
"Buzzards gotta eat...same as worms..." - Clint :) |
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Posted: February 5, 2010 11:29 am | ||||||||||||
tigerAspect |
Spahehulk v2 is awesome! Just a quick question, what happened to the version with the nifty round bits?
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Posted: February 5, 2010 1:03 pm | ||||||||||||
Kraellin
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interesting idea, corvus and interesting application of that idea. looking forward to a play with that one
![]() If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: February 5, 2010 2:26 pm | ||||||||||||
ys75
Posts: 7 |
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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Posted: February 6, 2010 1:03 am | ||||||||||||
CorvusCroax
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Thanks for all the encouragement guys!
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. ![]()
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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Posted: February 8, 2010 11:48 am | ||||||||||||
CorvusCroax
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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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Posted: February 8, 2010 11:54 am | ||||||||||||
Kraellin
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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?
![]() If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: February 8, 2010 1:31 pm | ||||||||||||
CorvusCroax
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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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Posted: February 8, 2010 3:23 pm | ||||||||||||
Kraellin
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wow. way more complex than i thought it would be. i'll go back to sleep now and let you figure it out
![]() If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: February 8, 2010 11:02 pm | ||||||||||||
CorvusCroax
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Posted: April 4, 2010 10:54 pm | ||||||||||||
CorvusCroax
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Posted: April 4, 2010 10:55 pm | ||||||||||||
CorvusCroax
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Posted: April 4, 2010 10:56 pm | ||||||||||||
CorvusCroax
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Posted: April 4, 2010 10:57 pm | ||||||||||||
CorvusCroax
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Posted: April 4, 2010 11:26 pm | ||||||||||||
Kraellin
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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 ![]() If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: April 4, 2010 11:45 pm | ||||||||||||
CFandM
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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... ![]() Stupid things happen to computers for stupid reasons at stupid times! |
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Posted: April 6, 2010 5:24 pm | ||||||||||||
CorvusCroax
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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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Posted: April 6, 2010 7:22 pm | ||||||||||||
CorvusCroax
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Posted: April 6, 2010 8:30 pm | ||||||||||||
CorvusCroax
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Posted: April 6, 2010 8:30 pm | ||||||||||||
CorvusCroax
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Posted: April 6, 2010 8:33 pm | ||||||||||||
CorvusCroax
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Posted: April 6, 2010 8:49 pm | ||||||||||||
CorvusCroax
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Posted: April 6, 2010 9:22 pm | ||||||||||||
StevieJ
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CC.....second to last looking really good.....
![]() Steve
"Buzzards gotta eat...same as worms..." - Clint :) |
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Posted: April 7, 2010 2:08 pm | ||||||||||||
CorvusCroax
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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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Posted: April 7, 2010 8:31 pm | ||||||||||||
StevieJ
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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.....
![]() Steve
"Buzzards gotta eat...same as worms..." - Clint :) |
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Posted: April 7, 2010 11:13 pm | ||||||||||||
CorvusCroax
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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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Posted: April 9, 2010 12:26 pm | ||||||||||||
CorvusCroax
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Posted: April 9, 2010 12:43 pm | ||||||||||||
CorvusCroax
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Posted: April 9, 2010 1:28 pm | ||||||||||||
CorvusCroax
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Posted: April 9, 2010 1:28 pm | ||||||||||||
CorvusCroax
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Posted: April 9, 2010 1:46 pm | ||||||||||||
CorvusCroax
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Posted: April 9, 2010 1:54 pm | ||||||||||||
tigerAspect |
Dear god I want that filter SO HARD.
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Posted: April 9, 2010 9:13 pm | ||||||||||||
Kraellin
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nice, corvus
![]() If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: April 9, 2010 10:12 pm | ||||||||||||
StevieJ
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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...... ![]()
LOL..... Sounds like a sadomasochistic filter demand..... ![]() ![]() Steve
"Buzzards gotta eat...same as worms..." - Clint :) |
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Posted: April 10, 2010 1:29 am | ||||||||||||
KGtheway2B
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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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Posted: April 10, 2010 3:16 am | ||||||||||||
ronjonnie
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Hey CorvusCroax,
VERY COOL! Have a GREAT day! ![]() Ron zazzle.com/Ronspassionfordesign*
So much to learn, so little time. |
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Posted: April 10, 2010 7:01 am | ||||||||||||
CorvusCroax
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Here you go. Be warned: it's a big 'ol mess. And crazy slow. Definitely a work in progress.
Thanks!
Thanks!
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.
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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Posted: April 10, 2010 2:16 pm | ||||||||||||
CorvusCroax
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Hmm... not sure how to isolate just the edge. Could you elaborate? |
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Posted: April 10, 2010 2:18 pm |
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