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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Quote
Betis wrote:
Does that use bombers? How long did it take to render? Smile


Forever. Yes it took forever only because its a large image to beign with. But more over, I was concerned about the fact that I married two filters toghether to form super great giant. Either way, I attached a screenshot showing off what's happening. I added some documentation so you're not just looking at tiny little nodes that look like nothing from a distance.

I'll scrub it up.

Although, come to think of it, I think if I export the image of the bombed picture first, then pass it through Photoygraphy 1.8 would be way faster than doing this huge node thing.

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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Skybase, I really like this..... smile8)

Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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Betis
The Blacksmith

Posts: 1207
Filters: 76
Awesome, that is definitely quite a hulking beast you have going on there. smile:D
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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CFandM
ForgeSmith

Posts: 4761
Filters: 266
Quote
Skybase wrote:
Oh here's another


OH WOW! That is beautiful Skybase..Love everything about it...
Quote
Skybase wrote:
Forever. Yes it took forever only because its a large image to beign with. But more over, I was concerned about the fact that I married two filters toghether to form super great giant.

Sometimes the result comes out better with two filters together rather then running an image through twice.. smile:)

btw I was looking for some fleur de lis designs for a snippet filter..Then I ran across this site...Yours reminds me of these skybase... smile:)
http://www.lafleurdelise.com/
Stupid things happen to computers for stupid reasons at stupid times!
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Indigo Ray
Adam

Posts: 1442
Filters: 82
Wow, Skybase! smile:D The watercolor part of the filter is pretty sweet, and the whole thing together is really unique. You're definitely heading the "art" part of filter forge.
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Kraellin
Kraellin

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

Craig
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Totte
Übernerd

Posts: 1460
Filters: 107
OK, I took FF2 to new height last night, and I mean it. This is by far the most complicated and versatile filter I've ever made so far. First, the ordinary medieval tavern table, with benches and cups to go, just add some drunken patrons.


- I never expected the Spanish inquisition
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Totte
Übernerd

Posts: 1460
Filters: 107
Second, a round tavern table, with stools, and mugs.

- I never expected the Spanish inquisition
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Totte
Übernerd

Posts: 1460
Filters: 107
And third, a screenshot of this monster filter smile;-)
Thx to uberzevs rotate any direction, as I couldn't "bomb" the benches and keep them at a fair size.


- I never expected the Spanish inquisition
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Totte, I really like it smile:D

I just feel like the wood is a little too dark. But the mugs look awesome.
Looks like somebody's been having a ninja tea party. smile;) It needs cake.
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Totte
Übernerd

Posts: 1460
Filters: 107
@Skybase, the wood is controllable, I think my AO settings made it a little too dark, but didnt wanna wait another 20+mins for to render again, this 400x400 image smile;-)

You like this better?

- I never expected the Spanish inquisition
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Redcap
Redcap

Posts: 1290
Filters: 100
The table and chairs look great, but the color of the drinks is really wierd IMHO. Keep it up.



If you are bored check out my unpractical math website
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Betis
The Blacksmith

Posts: 1207
Filters: 76
I think the dark ones are empty, and the yellow ones are mead... but I'm not sure what the red one is. smile:D
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Totte
Übernerd

Posts: 1460
Filters: 107
@Betis: Looks like you frequent the same places I do, and the other stuff is "the local red stuff they try to sell you as wine"
@RedCap: I'm trying to make a workable "drinks texture mixer" within this filter without adding too many new controls....
- I never expected the Spanish inquisition
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CFandM
ForgeSmith

Posts: 4761
Filters: 266
Looks cool Totte..But geez now you have me thinking about another filter to create..The game Mastermind with all the little color pegs..
Stupid things happen to computers for stupid reasons at stupid times!
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Kraellin
Kraellin

Posts: 12749
Filters: 99
hehehe, i'm liking your whole series, totte. and who cares what color the drinks are as long as you can get a buzz smile;) and i like the lighter one, also. leave the darkening to your atmosphere controls within the game and you'll get more use of a single object/filter in the long run.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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ronjonnie
Designer / Artist

Posts: 809
Filters: 320
Hey Skybase,
That filter is VERY COOL! We will all be looking forward to that one! smile;)

Totte,
Looks like you are on the right track. Very good looking filter! smile;)

Both of these filters look like a quick HU to me!

Have a GREAT day! smile:)

Ron
zazzle.com/Ronspassionfordesign*
So much to learn, so little time.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Quote
Totte wrote:

You like this better?


Yeah, yeah smile:D It looks like it's gone more details.
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angelboiii
maya dude
Posts: 107
Filters: 20
Hi,
after long time, FF really caught my atention again.. before i was using it for ocasional noise for some base texture, but now with AO.. man, the textures really pop!! and bomber.. pure awesomeness!
Here are couple of quick textures i trew together to test in game engine..
Im using FF to generate only normal and AO maps, in using those two to do diffuse in photoshop from photo textures.. takes me too long to do it all in FF, but takes less to do depth in FF then to model them in maya and then zbrush..

anyway.. really quick tests:
[img]http://tinypic.com/r/osa4c6/5[/img]

[img]http://tinypic.com/r/2l8ax4/5[/img]
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angelboiii
maya dude
Posts: 107
Filters: 20
hmmm.. cant even post a pic anymore smile:D
why cant i attach it to the message? i only have "ATTACH TO FILE:______ <BROWSE..>" at the bottom of this window so i cant attach a file??
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Spatial distortion extracted from minimum and maximum and reused to generate radial bumpmap and absolute remapping of smoothened source image..

Max. version:

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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Pretty scary surrealism in this version of poor Johnny Depp (original here):


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Totte
Übernerd

Posts: 1460
Filters: 107
Really cool stuff sphinx!
- I never expected the Spanish inquisition
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
angelboiii, those textures are wonderful! I wish there was a little more color, but I guess it's fine smile;)

Wonderful stuff.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Oh yeah, here's a super NOT fast grass texture for a game I'm developing along with a team. 1024X1024, Bump + ambient occlusion = 19 mins of rendering.

Seriously?! Well okay, the results are wonderful and AO maps are very handy, but I feel like I can simply fake AO with a bit of cleaver use of highpass filtering. Of course, it's NOT the same thing, but I feel like it took too long to render something simple as this.

Either way, it rendered pretty neatly.

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Betis
The Blacksmith

Posts: 1207
Filters: 76
I say keep the real one, and also keep a fake AO one, just for testing controls to use on the long-render time.
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
love the surreal one, sphinx. i could have some fun 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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meyendlesss
???????????

Posts: 395
Filters: 32
Cool stuff guys!

Quote
Skybase wrote:
Oh yeah, here's a super NOT fast grass texture for a game I'm developing along with a team. 1024X1024, Bump + ambient occlusion = 19 mins of rendering.

Seriously?! Well okay, the results are wonderful and AO maps are very handy, but I feel like I can simply fake AO with a bit of cleaver use of highpass filtering. Of course, it's NOT the same thing, but I feel like it took too long to render something simple as this.


Rendering times with the beta are quite long.
I've noticed that it rarely uses 100% CPU which may mean they need to do some more tweaking... it is a beta afterall smile:-p
I'm hoping that when v2 is final we'll se some faster rendering.

Here's a task manager shot during a render @ 3072x3072...

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meyendlesss
???????????

Posts: 395
Filters: 32
Here's one during a render of a bomber filter with FF running as a plugin in PSP...

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meyendlesss
???????????

Posts: 395
Filters: 32
Rendering with AO on the CPU barely gets used at the beginning of the render.
Larger size images or really complex filters can a long time before the first square even shows up.

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meyendlesss
???????????

Posts: 395
Filters: 32
Enough task manager... here's a filter...

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ronjonnie
Designer / Artist

Posts: 809
Filters: 320
Good morning Everyone!

Hey Sphinx,Skybase & meyendlesss, Very cool Filters!! I like those. smile;)

Have a GREAT day! smile:)

Ron
zazzle.com/Ronspassionfordesign*
So much to learn, so little time.
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angelboiii
maya dude
Posts: 107
Filters: 20
Bomber and AO are awesome!!
Really fast tests of textures in UDK.. FF used for normal and AO maps, diffuse done in photoshop from photo sources..



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Kraellin
Kraellin

Posts: 12749
Filters: 99
i'm hoping 'UDK' means unreal developer's kit and not united dentists of kenya smile;) smile:D

those are sweet, angelboiii. good to see you here again smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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angelboiii
maya dude
Posts: 107
Filters: 20
Quote
i'm hoping 'UDK' means unreal developer's kit and not united dentists of kenya

Geez, everybody knows that United Dentsits of Kenya's logo look like this:

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KGtheway2B
KGtheway2B

Posts: 660
Filters: 34
yo

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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
angelboiii, glad to see you back here!
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GMM
Moderator
Filter Forge, Inc
Posts: 3491
Great work, angelboiii! Please submit it to the Gallery.
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CFandM
ForgeSmith

Posts: 4761
Filters: 266
Good to see angelboiii at least see you type.. smile:D smile:)
Stupid things happen to computers for stupid reasons at stupid times!
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ronjonnie
Designer / Artist

Posts: 809
Filters: 320
Hey angelboiii,

GREAT to see you back! I love your work! We will all be looking forward to you doing more of your magic with 2.0!

Have a good evening! smile:)

Ron
zazzle.com/Ronspassionfordesign*
So much to learn, so little time.
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KGtheway2B
KGtheway2B

Posts: 660
Filters: 34
Wish I got that sort of reception... smile;)
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angelboiii
maya dude
Posts: 107
Filters: 20
Thanks all!
I wasn't really gone smile:D I was always lurking around, just didn't have the time to use FF or post any comments.. Don't know if i'll be submiting any filters though, i'll be mostly using FF for personal project im working on..
Looking trough 2.0 though, im sure something usefull will come for the comunity aswell.. it's awesome! (wished for few features that are still missing, but..) smile;)

KGtheway2B: I use your Base Metal all the time! smile;)
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ronjonnie
Designer / Artist

Posts: 809
Filters: 320
Good morning angelboiii,

Good to have you here anyway! LOL.. smile:D

IF you have the time. Everyone loves your work! Do more please!

As far as textures, I bet you could make the ones you are seeking, or give the Forum a list. Some talented Author could do them I bet.

Have a GREAT day!
smile:)

Ron

zazzle.com/Ronspassionfordesign*
So much to learn, so little time.
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meyendlesss
???????????

Posts: 395
Filters: 32
That is a cool texture angelboii.
Makes me want to get UDK reinstalled.
I had a bit of fun with it, but didn't have a project to work on, and didn't have the motivation to start my own. I've been wanting to though.

I've been using Daz Studio 3 for testing my textures lately... it's free, and the lighting is nice. I'm also doing some textures for someone for use in that particular program.

Here's a quick test of a new rock texture I'm working on for no real reason...
Started this filter in v1, and moved it to v2 for the AO map.
Diffuse, bump, and AO maps done in FF... slight blending job done in PSP.
Custom lighting setup in Daz Studio 3...

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