• Digital 3D Art v9
    6,260 replies, posted
I've kinda been neglecting 3ds max for some time. What is the best site for learning?
[QUOTE=Tinter;34838961]I've kinda been neglecting 3ds max for some time. What is the best site for learning?[/QUOTE] [url]http://cg.tutsplus.com/[/url] [url]http://www.3dbuzz.com/vbforum/sv_home.php[/url] (registration required)
Take two on the idle animation.. Will probably be available within 10 minutes. [video=youtube;e2B5JuGTZso]http://www.youtube.com/watch?v=e2B5JuGTZso[/video]
A lot better idle, much more lively and and real. I just think the backflip is too fast, like it defies the laws of motion. There's no air drag or mass to it, I'd make it a tad slower.
Finally done with LipSync assignment. [video=youtube;3q_E_WEl3n4]http://www.youtube.com/watch?v=3q_E_WEl3n4[/video] Sound from AMC's Breaking Bad. Watch in HD, please.
I keep getting awful seams and errors on my textures when I put them in 3ds Max and UDK. They look fine in Zbrush but once I export them it all goes to hell. Annoying as fuck. Is it because of the lazy UVW maps I make? I just hit normal mapping or whatever in 3ds Max. Guess I can try the UV master in Zbrush?
Here's some more on the colt.. Got the lowpoly almost done. Just a few more bits n bobs. Model with a test bake ; [IMG]http://i.imgur.com/O3OQO.jpg[/IMG]
[QUOTE=CommanderPT;34846029]I keep getting awful seams and errors on my textures when I put them in 3ds Max and UDK. They look fine in Zbrush but once I export them it all goes to hell. Annoying as fuck. Is it because of the lazy UVW maps I make? I just hit normal mapping or whatever in 3ds Max. Guess I can try the UV master in Zbrush?[/QUOTE] You probably shouldn't use automatic mapping processes for anything more complex than a cube. And even then I'd advise doing it manually. Manual UV maps will always be better over generated ones.
[QUOTE=PLing;34845370]A lot better idle, much more lively and and real. I just think the backflip is too fast, like it defies the laws of motion. There's no air drag or mass to it, I'd make it a tad slower.[/QUOTE] [video=idlebackflip]http://www.youtube.com/watch?v=WnRr-Yyi4v0[/video] I extended the keys, and tweaked them a little :) Feels more natural now, thanks.
[QUOTE=SweetSwifter;34846226]You probably shouldn't use automatic mapping processes for anything more complex than a cube. And even then I'd advise doing it manually. Manual UV maps will always be better over generated ones.[/QUOTE] I'll do a manual one for comparison then. Thanks.
[QUOTE=Domino;34846346][video=youtube;WnRr-Yyi4v0]http://www.youtube.com/watch?v=WnRr-Yyi4v0[/video] I extended the keys, and tweaked them a little :) Feels more natural now, thanks.[/QUOTE] That looks a lot better. Maybe you could make some small variations for the feet and arms so it isn't as symmetric.
[QUOTE=ben_lind;34846572]That looks a lot better. Maybe you could make some small variations for the feet and arms so it isn't as symmetric.[/QUOTE] That is an excellent suggestion :) [B]Edit[/B] [video=youtube;oTM3Knqudfg]http://www.youtube.com/watch?v=oTM3Knqudfg[/video] There we go :3
There's a short period where he goes far too slow, as if he's floating for a split second, that ruins it for me.
Great White Shark: [IMG]http://i.imgur.com/5L6h6.png[/IMG] Looking forward to texturing him.
I finally continued working on my BRIO wooden train. I this time (somehow) finally managed to UV unwrap the selected part without ruining it all (Yay!). The topology is horrible, but I don't care right now. Almost finished now. I just need to correct the metal wheel cap things, and add a material to the chimneys... [t]http://dl.dropbox.com/u/10392306/3D/BRIO_Wooden_Train_New.png[/t]
[QUOTE=dookster;34849125]Great White Shark: [IMG]http://i.imgur.com/5L6h6.png[/IMG] Looking forward to texturing him.[/QUOTE] Reminds me of Crysis... I'm still scared to go in the water on that game.
[QUOTE=~ZOMG;34848259]There's a short period where he goes far too slow, as if he's floating for a split second, that ruins it for me.[/QUOTE] Dunno if this proves anything, but it's probably from where he expands his arms, to when he tucks. [url]http://www.youtube.com/watch?v=6YvkzufUIvc[/url] It's 100% possible in real life :P Another example: [url]http://www.youtube.com/watch?v=3DIZv8nqZuI[/url] Looks like they hover for a sec as well.
[QUOTE=Legend286;34849742]Reminds me of Crysis... I'm still scared to go in the water on that game.[/QUOTE] That reminds me of a shark model I made last year, and the exact thing nvidia replied back then. :P [QUOTE=Domino;34849794]Dunno if this proves anything, but it's probably from where he expands his arms, to when he tucks. [url]http://www.youtube.com/watch?v=6YvkzufUIvc[/url] It's 100% possible in real life :P Another example: [url]http://www.youtube.com/watch?v=3DIZv8nqZuI[/url] Looks like they hover for a sec as well.[/QUOTE] You rig takes off and lands with his feet in the same spot, which is kinda hard to do in real life. :)
[QUOTE=Jeggis;34849996]That reminds me of a shark model I made last year, and the exact thing nvidia replied back then. :P You rig takes off and lands with his feet in the same spot, which is kinda hard to do in real life. :)[/QUOTE] That's true, though practice makes master, and it IS possible :)
used my school's render farm for the first time. I could hit f5 and would get frames back each time. 650 frames in 30 minutes goddamn
Finished up my pandasaurus model over my reading week. [img]http://i.cubeupload.com/bypOMi.gif[/img] This is the first 3d model I've actually seen through from concept to finished product. I've never UV'd or rigged a model before either so this was a big learning experience for me and I'm quite pleased with the result. The animation was just a quick 15 minute job to make sure my rig was functioning and animating properly.
[QUOTE=paul simon;34770781]So Mirrors Edge looks pretty, with it's incredibly well done pre-baked global illumination and all. And I was bored so I decided to remake a screenshot from the game, specifically this screenshot: [IMG]http://puu.sh/hwsy[/IMG] Simple scene really, here's the result: [URL="http://dl.dropbox.com/u/8478604/Render/Mirrors%20Edge.png"][IMG]http://dl.dropbox.com/u/8478604/Render/Mirrors%20Edge%20Small.png[/IMG][/URL] (Click for 2560x1600) The door is incomplete and the tree is completely different, but I won't be doing any more with this. Also the painting is different, but in the same style and by the same artist so eh.[/QUOTE] Time to save money
[QUOTE=Jocke;34863386]Time to save money[/QUOTE] Mirror's Edge was $5 on Steam yesterday.
Can anyone suggest the most effective way to select the area around your UVs for texturing? As in keeping it smooth yet confined to the general shape of the shells?
Render your UV template as a solid color, save it as a png, and use it as a selection mask in Photoshop?
Not quite what I meant, rendering it as a solid colour still keeps the green shell edges. I'm looking for a way to use them as a selection mask but keeping an element of antialiasing as I do so. [IMG]http://i.imgur.com/K45o9.png[/IMG] Basically selecting the edges but not having it select each individual pixel.
Right... Not sure if the UV rendering thing supports antialiasing.
I don't know even know what I'm doing [IMG]http://dl.dropbox.com/u/17570140/marmoset/colt1911normalfinal.jpg[/IMG]
[QUOTE=Jessey;34726309]I'm going to have to make a whole model out of planes in 3Ds Max for my school, anyone knows how to do this or has a good tutorial? Needs to be low-poly but I got no idea where to start.[/QUOTE] You can always make a clothes animation, like a sphere dropping onto the plane which should be made into cloth animation.
My iPhone 4S in 3ds Max 2012. [IMG][IMG]http://i1164.photobucket.com/albums/q570/manimation/iPhone4S1.jpg[/IMG][/IMG]
Sorry, you need to Log In to post a reply to this thread.