• Digital 3D Art v9
    6,260 replies, posted
What do you use to mesh the particles? If it's the RealFlow internal one, could you share the settings?
[QUOTE=paul simon;34512892]What do you use to mesh the particles? If it's the RealFlow internal one, could you share the settings?[/QUOTE] Im using blender, the thing is calculated as a mesh.
[img]http://i14.photobucket.com/albums/a345/ajackss/benchie.png?t=1328220131[/img] Made a quick mockup of my weekend project to fabricate, I'm excited. (Casting concrete)
are you going to put charming vintage objects into the holes and then put a pane of glass over it all?
[QUOTE=kevlar jens;34516865]are you going to put charming vintage objects into the holes and then put a pane of glass over it all?[/QUOTE] That's an interesting idea, the design is actually a sampling from Frank Lloyd Wright's Robbie house which I visited a few weeks back.
Oh, speaking of Frank Lloyd Wright I never showed the finished model of Fallingwater (Had a month to do it and I'm terrible at making terrain right now... and we were forced to use Blender with the internal renderer): [img_thumb]http://dl.dropbox.com/u/44918480/ArqDigital/001.png[/img_thumb] [img_thumb]http://dl.dropbox.com/u/44918480/ArqDigital/002.png[/img_thumb] [img_thumb]http://dl.dropbox.com/u/44918480/ArqDigital/003.png[/img_thumb] [img_thumb]http://dl.dropbox.com/u/44918480/ArqDigital/004.png[/img_thumb] (those are the edited renders and I didn't make the guest house because it wasn't part of the exercise)
gotta say Scotchair, i'm a massive fan of your work. was reading your blog for your time machine movie, and it looks fantastic. really nice attention to detail and everything has so much character. here's something i've been working on, trying to get the hang of Nuke and colour grading: [img]http://i.imgur.com/iHLQc.jpg[/img] currently finishing my BSc animation degree and i'm about to start a course at Escape Studios doing Animation VFX Professional, really hyped for it!
[img]http://i14.photobucket.com/albums/a345/ajackss/slumming_with_moar_trash.png?t=1328225822[/img] Did some more buildings, Turning out to be a fun little diversion from NYC.
I find it both inspiring and depressive that you can make such good quality buildings in a few days :v:
Although I only have done five buildings for the project I decided to roughly lay them out and fill a scene just to get an idea of how it will feel in the end, I like the way its looking. [img]http://i14.photobucket.com/albums/a345/ajackss/rendexxcr.png?t=1328234445[/img] Ultimately I'll have around 20-25 unique buildings, I think I'll make three more tomorrow.
God dammit Ajacks :v:
[QUOTE=Acezorz;34517842]gotta say Scotchair, i'm a massive fan of your work. was reading your blog for your time machine movie, and it looks fantastic. really nice attention to detail and everything has so much character. here's something i've been working on, trying to get the hang of Nuke and colour grading: [img]http://i.imgur.com/iHLQc.jpg[/img] currently finishing my BSc animation degree and i'm about to start a course at Escape Studios doing Animation VFX Professional, really hyped for it![/QUOTE] can i go ahead and be a dick and say that making a 3d tardis has just been so worn to hell im not insulting you or anything im just saying that i see it literally all the time. everyone seems to want to model/animate a tardis doing something somewhere sometime. its just so boring now
Anyone have a few good text Subd tutorials? Can't find damn anything really. [editline]3rd February 2012[/editline] I think I'm better off learning modeling all over again I guess, all I'm working with is primitives, chamfer and connecting and other poly tools. I'm just not satisfied with my meshes. [editline]3rd February 2012[/editline] [img]http://i.imgur.com/Lxt9v.png[/img] Why the heck does my normal map look this weird
[QUOTE=Recurracy;34524373]Anyone have a few good text Subd tutorials? Can't find damn anything really. [editline]3rd February 2012[/editline] I think I'm better off learning modeling all over again I guess, all I'm working with is primitives, chamfer and connecting and other poly tools. I'm just not satisfied with my meshes. [editline]3rd February 2012[/editline] [img]http://i.imgur.com/Lxt9v.png[/img] Why the heck does my normal map look this weird[/QUOTE] [url]http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/next-gen-weapon-creation-day-1-the-high-poly-model/[/url] (4 parts) [url]http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/project-workflow-creating-a-next-gen-sci-fi-prop-day-1/[/url] (2 parts) [url]http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/how-to-bake-a-flawless-normal-map-in-3ds-max/[/url] [url]http://www.3dtotal.com/tutorial/3d_studio_max/hard_surface_essentials/hard_surface_01.php[/url] (hard surface subd modeling)
[IMG]http://i59.photobucket.com/albums/g316/dominoegnallange/Rig.png[/IMG] Made the rig for our 19 week project at school yesterday :P Gonna do some testing to see if I can get it imported correctly in UDK
Reaching the final stretch on my latest model and I'm comfortable enough to put it out a little. It's Rand from Breath of Fire 2: [img]http://dl.dropbox.com/u/7522717/Pictures/Models/WIPs/BoFRand/RandWIP8.jpg[/img] Concept : [img]http://media.giantbomb.com/uploads/1/18585/958870-bof2_rand_super.jpg[/img] Leggings and belt probably need redone again. I'm not entirely happy with them or the belt. Armlet's a piece of shit I'll be remaking next to make it actually work.
[QUOTE=DOG-GY;34521923]can i go ahead and be a dick and say that making a 3d tardis has just been so worn to hell im not insulting you or anything im just saying that i see it literally all the time. everyone seems to want to model/animate a tardis doing something somewhere sometime. its just so boring now[/QUOTE] Fair comment, I made that tardis about three years ago and have moved onto creating my own original assets now. I'm just using it here because it's something I have lying around to practice compositing with and I've promised myself I'm not going to be using it anymore.
[QUOTE=Fingers!!!;34496954]Getting back to my issue, which was the last post: Something's wrong and I don't know what My settings: [t]http://filesmelt.com/dl/Untitled-asd.jpg[/t] Example: [img]http://filesmelt.com/dl/gda.jpg[/img][/QUOTE] I think i explained this earlier. But basically you have less contrast in the unlit areas so the antialias doesn't smooth them because it doesn't exceed the contrast limit. You can fix this by raising the min amount and or changing the antialias method from adaptive subdivision to adaptive DMC or Fixed, fixed is not usually recommended. [editline]3rd February 2012[/editline] [thumb]http://img857.imageshack.us/img857/4897/kv2presentation.jpg[/thumb] (click it to unleash it's awesomeness.) Also please tell me what do you think of this presentation image? Gonna put it to my portfolio.
Nice model, nice presentation. That's cool stuff right there. How'dcha do the wireframe in your render though?
[QUOTE=Recurracy;34528486]Nice model, nice presentation. That's cool stuff right there. How'dcha do the wireframe in your render though?[/QUOTE] This time i used mentalray. Composite material with a standard shader and wire checkbox enabled. In vray which i usually use you just assign the VrayEdgesTex shader to the diffuse slot.
Physics simulation this time: 4360 cubes, used more ram than I actually have. [IMG]http://i.imgur.com/4xQC2.gif[/IMG]
Acezors, thank you very much man, means a lot to me. If you send me the tardis model we can hide it in the film if you like :D we planned on doing one ourselves but forgot, we've already got a few time travel easter eggs in there. No worries if you wanna hold onto it though. [editline]3rd February 2012[/editline] [QUOTE=nVidia;34529612]This time i used mentalray. Composite material with a standard shader and wire checkbox enabled. In vray which i usually use you just assign the VrayEdgesTex shader to the diffuse slot.[/QUOTE] Could you explain a little further on how you got the wireframe in MR? I usually export the UV map and apply it as a texture, or put a toonline on all the edges... but your way sounds much simpler. I'm using Maya though.
[QUOTE=nVidia;34527852]I think i explained this earlier. But basically you have less contrast in the unlit areas so the antialias doesn't smooth them because it doesn't exceed the contrast limit. You can fix this by raising the min amount and or changing the antialias method from adaptive subdivision to adaptive DMC or Fixed, fixed is not usually recommended. [editline]3rd February 2012[/editline] [thumb]http://img857.imageshack.us/img857/4897/kv2presentation.jpg[/thumb] (click it to unleash it's awesomeness.) Also please tell me what do you think of this presentation image? Gonna put it to my portfolio.[/QUOTE] Welp, yeah, that worked! Thanks nVidia! And Ferdam!
so im just starting w/ maya and dont really know what im doing. modeling seems piss slow in it and super clunky. when you make an object there's all that info on the right in the tabs and they seem kinda like Max modifiers but i couldnt get them to collapse or be deleted. am i not getting how they work?
I saw a tutorial on blender guru and i made this. [IMG]http://dl.dropbox.com/u/34705041/Permanent/untitled.png[/IMG]
Finished this texture for my environment project. Most of the time went into sculpting the stones in Mudbox for the normal map, and then making this sculpt seamless. The tiling is rather obvious, but I still like the outcome. It's a viewport screenshot, with the Xoliul Shader as a material. [img]http://i.imgur.com/XPnRc.jpg[/img]
[QUOTE=Scotchair;34530358] Could you explain a little further on how you got the wireframe in MR? I usually export the UV map and apply it as a texture, or put a toonline on all the edges... but your way sounds much simpler. I'm using Maya though.[/QUOTE] [img]http://img835.imageshack.us/img835/9047/aowire.jpg[/img] [img]http://img685.imageshack.us/img685/6933/ballwire.jpg[/img] And this is how it looks like in action.
[img]http://img403.imageshack.us/img403/1756/brickbuildingwip2.jpg[/img] Also, Quicksilver supports wireframe rendering.
Quick question, which version of Autodesk 3dsmax is best to start out with? 2010/2011/2012 I'm mainly interested in that the UI is easy to use or matches the most of the generic tutorial on the net. Tips on starting out with modelling is also appreciated I guess.
I find 2011 the best version as it is now.
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