• Digital 3D Art v9
    6,260 replies, posted
Our IT-technician finally upgraded my 3ds max to 2013. One of the things I've asked for since 2012 was support for IBL in the Nitrous viewport engine. Seems like they've done just that. :) [URL="http://img846.imageshack.us/img846/6083/max2013hdri01.jpg"][IMG]http://img38.imageshack.us/img38/5008/max2013hdri01small.jpg[/IMG][/URL] Edit: [URL="http://img339.imageshack.us/img339/5083/max2013hdri02.jpg"][IMG]http://img140.imageshack.us/img140/4243/max2013hdri02small.jpg[/IMG][/URL] Edit2: Sorry for the primitives bullshit, I just discovered iRay: [img]http://img692.imageshack.us/img692/4599/irayhdri01.jpg[/img] And since we don't have Vray at work (and MR sucks at IBL), iRay kinda falls as a natural choice for photorealistic stills. Anyone else using iRay?
Oh yes, I've wanted to try that view port ibl. It seems like it's working nicely.
[QUOTE=nVidia;37613324]Oh yes, I've wanted to try that view port ibl. It seems like it's working nicely.[/QUOTE] It's pretty accurate, and ironically, a lot more accurate than MR Final Gather. Also, installed iRay-shaders from nvidia (the boring, corporate one) and jeff patton: [URL="http://img39.imageshack.us/img39/4126/irayshaders01.jpg"][IMG]http://img191.imageshack.us/img191/7451/irayshaders01small.jpg[/IMG][/URL] I let each render for about 30 seconds on a NVIDIA Quadro 6000. Edit: I'll stop soon, I promise. [IMG]http://img526.imageshack.us/img526/8957/irayhdri02.jpg[/IMG] Edit2: Viewport shading: [IMG]http://img62.imageshack.us/img62/1463/irayhdri02viewport.jpg[/IMG] Edit3: Full HD HDR IBL w/DoF - 2 minutes: [URL="http://img201.imageshack.us/img201/7325/irayhdri03.jpg"][IMG]http://img253.imageshack.us/img253/9670/irayhdri03small.jpg[/IMG][/URL] Edit4: Last one, same as above, but with one of my [URL="http://www.aversis.be/hdri/hdri-individual-10000/hdri-360-031.htm"]newer HDRi's[/URL]: [url=http://img266.imageshack.us/img266/4829/irayhdri04.jpg][img]http://img213.imageshack.us/img213/9654/irayhdri04small.jpg[/img][/url] "Everything has fresnel!" - Christopher Nichols, from "V-Ray I.R.L"
Those look really nice :D I have been wanting to get back into 3D again, But I just have no ideas. I am guessing that if it doesn't flow naturally, Then I should not pursue it :(
[QUOTE=kingkingbill;37607084]Really good match-move. What did you use?[/QUOTE] Thank you, I used 3D Equaliser. Really powerful piece of software, weird interface though.
How do you pull off DoF in the viewport? I never managed that.
[img]http://25.media.tumblr.com/tumblr_ma5a1jLBsu1qk6eteo1_400.gif[/img] not done with my next pokemon so here's an old model
[QUOTE=Dr. Evilcop;37611789]Does anyone know how to make auto IK in Blender have a straight transition rather than a smooth one? It makes turn table animations look like crap. [editline].[/editline] Nevermind, got it. [editline]9th September 2012[/editline] [img]https://dl.dropbox.com/u/22565769/OCR_tableAnim_1.gif[/img][/QUOTE] Not that it's really of my concern but why would you use auto IK for a turntable animation anyway?
sweet tip: if you're doing turnables you should move the camera anyways i learned this on my own but im sure others have realized as well that in addition to being easier to just spin the camera it looks indescribably much better when lit.
Auto IK affects camera animations as well in Blender. I assume for the purpose of smooth orbitals and what not. I just had to change the curve type to linear.
[QUOTE=DOG-GY;37616574][img]http://25.media.tumblr.com/tumblr_ma5a1jLBsu1qk6eteo1_400.gif[/img] not done with my next pokemon so here's an old model[/QUOTE] [url]http://www.youtube.com/watch?v=WV9OWajjTA8[/url]
Re rendered the video. I added a subtle amount of motion blur to the whole thing (before it was only on the spaceship). I reduced the glow and increased saturation. And also saved it with 30mbps instead of the default 2. Way better now. Now I just need to render some different angles and find that beautiful moon texture i had and then lost, and I can make the final cut. (do 1080p or it looks like a blurry turd) [video=youtube;k6zky62YS2k]http://www.youtube.com/watch?v=k6zky62YS2k[/video]
You need to add the sun, amazing job by the way.
[QUOTE=Dr. Evilcop;37621300]Auto IK affects camera animations as well in Blender. I assume for the purpose of smooth orbitals and what not. I just had to change the curve type to linear.[/QUOTE] wow blender is really weird
[QUOTE=DOG-GY;37624132]wow blender is really weird[/QUOTE] Nah, I can see how it'd be useful in some situations if I had a camera moving about a scene. All I had to do was change the curve type to linear :v:
So like I finished my sword... and it looks pretty bad. I can't really put my finger on why though. Does anybody have some comments/criticisms before i learn how to texture then texture this? [IMG]http://puu.sh/143Gf[/IMG]
Hey guys, when choosing a version of 3ds MAX should I go for the latest one or choose an older version if my computer isn't latest and greatest? It's a mid-range 2010 Sony laptop with a nvidia 330M card. I'm concerned that the newer versions may be full of features and improvements that may decrease performance on a bit older machines.
[QUOTE=Hawke7;37625848]Hey guys, when choosing a version of 3ds MAX should I go for the latest one or choose an older version if my computer isn't latest and greatest? It's a mid-range 2010 Sony laptop with a nvidia 330M card. I'm concerned that the newer versions may be full of features and improvements that may decrease performance on a bit older machines.[/QUOTE] Max 2010 should be just fine.
It looks nice but that jet just looks wrong D:
[QUOTE=paul simon;37616285]How do you pull off DoF in the viewport? I never managed that.[/QUOTE] DoF in Camera parameters, tuned for MR/iRay. Has a preview button. So old and primitive felt dirty using it. But the final rendered result doesn't look half bad. Kinda miss bokeh settings, though.
Guess I'll keep this wheelstyle.. fits the blocky feel of the car itself more. [IMG]http://25.media.tumblr.com/tumblr_ma5etmEuUL1rg88a8o1_1280.png[/IMG]
[QUOTE=MaroonMak;37625769]So like I finished my sword... and it looks pretty bad. I can't really put my finger on why though. Does anybody have some comments/criticisms before i learn how to texture then texture this? [IMG]http://puu.sh/143Gf[/IMG][/QUOTE] the hilt looks like a block, there's no pommel either. if anyone picks up this sword, it'd just fall over in their hands, because it isn't balanced in the slightest (pommel is what balances the sword) look at this, for example [img]http://sbg-sword-store.sword-buyers-guide.com/media/Darksword/medieval-swords-1313-archer-sword-hilt2.jpg[/img] the hilt is very bland, but yet it isn't made of lego blocks.
[QUOTE=cocknugget;37626233]Guess I'll keep this wheelstyle.. fits the blocky feel of the car itself more. [IMG]http://25.media.tumblr.com/tumblr_ma5etmEuUL1rg88a8o1_1280.png[/IMG][/QUOTE] Is this for mobile games?
[QUOTE=kingkingbill;37626719]Is this for mobile games?[/QUOTE] No it's for a project I got going on :p I posted the link to the tumblr page already, but here it is again [url]http://sfmcl.tumblr.com/[/url]
[QUOTE=cocknugget;37626233]Guess I'll keep this wheelstyle.. fits the blocky feel of the car itself more. [IMG]http://25.media.tumblr.com/tumblr_ma5etmEuUL1rg88a8o1_1280.png[/IMG][/QUOTE] did you make the textures? looks awesome, would love to see it a 360 gif of it
[QUOTE=DOG-GY;37624132]wow blender is really weird[/QUOTE] It's just the default curvetype, no big deal. [QUOTE=Dr. Evilcop;37624157]Nah, I can see how it'd be useful in some situations if I had a camera moving about a scene. All I had to do was change the curve type to linear :v:[/QUOTE] So you made a rig to move the camera or did I miss something?
[QUOTE=Segura;37628833]did you make the textures? looks awesome, would love to see it a 360 gif of it[/QUOTE] I got a 360 with stock wheels if you like :p [IMG]http://chrisijzerman.net/images/Images/Cars/Toyota_Corolla/Corolla_360.gif[/IMG] Feels so bad to repost old stuff..
[QUOTE=cocknugget;37630330]I got a 360 with stock wheels if you like :p [IMG]http://chrisijzerman.net/images/Images/Cars/Toyota_Corolla/Corolla_360.gif[/IMG] Feels so bad to repost old stuff..[/QUOTE] was this posted before on this thread? i must have seen it then :b also i started modeling a lowish poly Toyota trueno ages ago but gave up, this made me want to remake it :D would love to see this in a game [editline]11th September 2012[/editline] [IMG]http://gyazo.com/72458c19e3480dff6a9c232f81c6b868.png[/IMG] really messy, not sure if this is lowpoly but its my first go at making a car, gonna texture with the initial D toyota paintjob would i be able to make a phone game with a 1,242 poly count car?
the main problem I'm seeing is that you have a lot of polys that are in areas where they define nothing and no polys in places where smothing wil matter a lot (front and back corners of the body are lacking hugely) and you have a lot of edges terminating into ngons and shit and that's no good. remove literally everything on the underside and clean up your topology to make it [I]quads only[/I]. quads only is the single best way to learn how to model well. it may also help you to draw quads over a car photo (i do this for anything complex i need to make) and start thinking in terms of polygon strips and edge loops. i mean yeah you should probably use tris for game ready content for budget reasons or in various other circumstances but tris are not conducive to people learning to model cleanly so avoid them whenever possible. really clean topology is literally [I]the [/I]defining factor that separates those who can model well and those who can't.
[QUOTE=DOG-GY;37631587]the main problem I'm seeing is that you have a lot of polys that are in areas where they define nothing and no polys in places where smothing wil matter a lot (front and back corners of the body are lacking hugely) and you have a lot of edges terminating into ngons and shit and that's no good. remove literally everything on the underside and clean up your topology to make it [I]quads only[/I]. quads only is the single best way to learn how to model well. it may also help you to draw quads over a car photo (i do this for anything complex i need to make) and start thinking in terms of polygon strips and edge loops. i mean yeah you should probably use tris for game ready content for budget reasons or in various other circumstances but tris are not conducive to people learning to model cleanly so avoid them whenever possible. really clean topology is literally [I]the [/I]defining factor that separates those who can model well and those who can't.[/QUOTE] And a picture to go with this [IMG]http://chrisijzerman.net/images/Images/Cars/Toyota_Corolla/Corolla_3.png[/IMG]
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