Author Topic: Medusa  (Read 134 times)

Patrice Terrier

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Medusa
« on: May 24, 2019, 01:57:41 pm »
Mike,

Please could you convert the attached max files to either fbx or obj.

Thanks !
« Last Edit: May 24, 2019, 10:05:57 pm by Patrice Terrier »
Patrice
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Michael Lobko-Lobanovsky

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Re: Medusa
« Reply #1 on: May 24, 2019, 09:27:57 pm »
NB:

1. All models except Meduza_01 contain certain effects whose plugin isn't available in my 3ds Max 2018.

2. FBX cannot reproduce model animations because skeleton bones aren't orientated correctly.

3. Meduza_04 lacks its texture.

Give me some time to convert...
« Last Edit: May 24, 2019, 10:17:55 pm by Patrice Terrier »
Mike
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Michael Lobko-Lobanovsky

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Re: Medusa
« Reply #2 on: May 24, 2019, 09:29:10 pm »
Catch it!
« Last Edit: May 24, 2019, 10:17:41 pm by Patrice Terrier »
Mike
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Patrice Terrier

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Re: Medusa
« Reply #3 on: May 24, 2019, 10:05:28 pm »
Thank you!

Now let's see what i could get out of it  :o

Here is the link to the original, and all related textures
https://www.behance.net/gallery/72060181/Medusa-free-download-3D

Video
https://www.youtube.com/watch?v=IoS01rVkQuM
« Last Edit: May 24, 2019, 10:17:27 pm by Patrice Terrier »
Patrice
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Michael Lobko-Lobanovsky

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Re: Medusa
« Reply #4 on: May 24, 2019, 11:06:13 pm »
Are you sure you don't need any more Shadertoy shaders? ;)
Mike
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Patrice Terrier

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Re: Medusa
« Reply #5 on: May 24, 2019, 11:39:04 pm »
Indeed we need more, but the problem is to find some that would look good with our existing models.

The priority now is to use those already converted inside of OR, then we will be able to start writing our owns and/or customize more from the internet.
« Last Edit: May 24, 2019, 11:42:37 pm by Patrice Terrier »
Patrice
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Michael Lobko-Lobanovsky

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Re: Medusa
« Reply #6 on: May 25, 2019, 08:12:44 am »
Now let's see what i could get out of it  :o

I think it's about time we have a dedicated shader to render transparent meshes with proper Fresnel reflection and refraction and chromatic aberration, accurate or simulated... ???

And it would be cool to keep transparent meshes in their own array to be able to depth sort them properly back-to-front when the model changes orientation. This would help us avoid using alpha-to-coverage so heavily as we do now. A2C dithers surfaces and makes them considerably less reflective and shiny than they would be if depth-sorted correctly and alpha-blended with a proper alpha threshold.
Mike
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Patrice Terrier

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Re: Medusa
« Reply #7 on: May 25, 2019, 12:00:16 pm »
I think you would be amazed to see what i came with ;)
Patrice
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Michael Lobko-Lobanovsky

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Re: Medusa
« Reply #8 on: May 25, 2019, 03:19:26 pm »
I've got absolutely no doubt it's gonna be a masterpiece once you laid your hands on it, my friend! :D
Mike
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Patrice Terrier

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Re: Medusa
« Reply #9 on: May 25, 2019, 07:32:06 pm »
Here is my first WIP...

So far only one single jellyfish.
« Last Edit: May 26, 2019, 07:18:40 pm by Patrice Terrier »
Patrice
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Michael Lobko-Lobanovsky

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Re: Medusa
« Reply #10 on: May 25, 2019, 07:49:26 pm »
AAAAAAAAaaaaaaaaa!!!!!1111  :D

!!! PHUNTASTIC !!! 8)

(add a little hue/sat PP to your liking... :D)
Mike
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Patrice Terrier

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Re: Medusa
« Reply #11 on: May 26, 2019, 07:17:50 pm »
Reworked version to allow smooth rotation of all the meshes.

I think it would be nice, if we could save the zoom and the prefered orientation to use at startup.
« Last Edit: May 26, 2019, 07:46:11 pm by Patrice Terrier »
Patrice
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Michael Lobko-Lobanovsky

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Re: Medusa
« Reply #12 on: May 26, 2019, 09:43:17 pm »
Excellent, thank you very much! 8)

In fact, translation, rotation, and zoom are all one parameter -- the modelview matrix. :)
Mike
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Michael Lobko-Lobanovsky

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Re: Medusa
« Reply #13 on: May 27, 2019, 10:49:15 am »
Here's something to inspire your efforts. :)

Runs for me with 30% GPU usage at 60 FPS full screen.
Mike
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Patrice Terrier

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Re: Medusa
« Reply #14 on: May 27, 2019, 11:31:15 am »
Thanks !

I have some more on my back burner   ;)
Patrice
(Always working with the latest Windows version available...)