I am trying to make a modular building set however I feel my window texture looks flat since its on just a single plane. I tried using a normal map to give it some depth but it still looks the same? I figured some one may have a tip to give it more depth without adding more polys.
[IMG]http://i245.photobucket.com/albums/gg49/Jamiez_Rascall/buildingMOD.png[/IMG]
[t]https://dl.dropbox.com/u/10565588/Pictures/maya%202012-10-28%2020-01-54-73.png[/t]
I'll try not to clog up the pages with this too much, but I am aware of the edges being rather sharp.
Also the front wheel arches are still wip, practically the same for the back.
[QUOTE=JRascall;38238647]I am trying to make a modular building set however I feel my window texture looks flat since its on just a single plane. I tried using a normal map to give it some depth but it still looks the same? I figured some one may have a tip to give it more depth without adding more polys.
[IMG]http://i245.photobucket.com/albums/gg49/Jamiez_Rascall/buildingMOD.png[/IMG][/QUOTE]
if you're not seeing a difference then your normal map isn't being applied correctly, or you're not making it correctly.
[QUOTE=Canary;38235079]It's like none of you guys have ever picked up a newly cut wooden plank before![/QUOTE]
The only place you'll find wood like that is in Minecraft.
[QUOTE=Logithx;38243316]The only place you'll find wood like that is in Minecraft.[/QUOTE]
Just throwing this out there, I was milling a piece of 3x7x60" cherry yesterday and after I had ran it through the joiner to finish a face and an edge I actually managed to get a minor cut from the corner it created, so it was sharp enough to cut.
But, that aside I think a container would have the edges knocked down a bit, even if it was brand new.
I've switched to W8 x64 and 3ds Max 2011 (no SPs) freezes after doing one or two operations that involve creating anything new (chamfering for example).
It doesn't do this in OpenGL mode.
Anyone ever had this happen to them? A clean reinstall didn't help. I'm running the nVidia drivers bundled with W8.
[QUOTE=MaxOfS2D;38251717]I've switched to W8 x64 and 3ds Max 2011 (no SPs) freezes after doing one or two operations that involve creating anything new (chamfering for example).
It doesn't do this in OpenGL mode.
Anyone ever had this happen to them? A clean reinstall didn't help. I'm running the nVidia drivers bundled with W8.[/QUOTE]
I wouldn't use windows 8 for anything work related for a looong time.
[QUOTE=nVidia;38251932]I wouldn't use windows 8 for anything work related for a looong time.[/QUOTE]
It works perfectly fine for me!
[editline]30th October 2012[/editline]
[QUOTE=MaxOfS2D;38251717]I've switched to W8 x64 and 3ds Max 2011 (no SPs) freezes after doing one or two operations that involve creating anything new (chamfering for example).
It doesn't do this in OpenGL mode.
Anyone ever had this happen to them? A clean reinstall didn't help. I'm running the nVidia drivers bundled with W8.[/QUOTE]
Well install the SP's and update DirectX
I got DirectX up to date (web installer etc.), and I'd rather not install the SPs because they actually introduce bugs related to CAT lol
[t]http://media.moddb.com/images/members/1/96/95390/hoverbike_hp.1.jpg[/t]
oh yeah i should post this ( it is now a hoverbike )
any suggestions? especially for the handle because i've gotten comments that it looks too vintage to be on a hoverbike
[QUOTE=MaxOfS2D;38252517]I got DirectX up to date (web installer etc.), and I'd rather not install the SPs because they actually introduce bugs related to CAT lol[/QUOTE]
No they don't..
I had more bugs without the SPs then with.
Also, new screens.
Getting this done, I'm rather pleased with the SSS on him :)
The basketball looks crappy though with stupid seams, because I haven't bothered doing the unwrapping correctly.
[IMG]http://i59.photobucket.com/albums/g316/dominoegnallange/Basketball0310.png[/IMG]
And yes, as you can see, I choose an 2:39:1 format as it gives me more space to work with, and it looks better :3
And the camera is almost completely redone, as well as the slow motion, in order to give people a better explanation on what's going on at the end.
Hopefully the new format, and slow mo, will be more pleasing to watch.
[QUOTE=Juniez;38258653][t]http://media.moddb.com/images/members/1/96/95390/hoverbike_hp.1.jpg[/t]
oh yeah i should post this ( it is now a hoverbike )
any suggestions? especially for the handle because i've gotten comments that it looks too vintage to be on a hoverbike[/QUOTE]
Yeah, the handle looks like it belongs on a 1940s french bicycle. Maybe look at 80s/90s motorbikes?
[QUOTE=JRascall;38238647]I am trying to make a modular building set however I feel my window texture looks flat since its on just a single plane. I tried using a normal map to give it some depth but it still looks the same? I figured some one may have a tip to give it more depth without adding more polys.
[IMG]http://i245.photobucket.com/albums/gg49/Jamiez_Rascall/buildingMOD.png[/IMG][/QUOTE]
[QUOTE=DOG-GY;38238912]if you're not seeing a difference then your normal map isn't being applied correctly, or you're not making it correctly.[/QUOTE]
You should try to figure out how and what Unreal did to make the fancy industrial floor shader.
It looks somewhat like this:
[img_thumb]http://seanvangorder.com/blog/wp-content/uploads/2012/03/grate_high_final.png[/img_thumb]
But when you look at the actual shader, if you look in between the gaps, you'll see that there is some cables, or pipes or something that looks like they're actually underneath the floor, but everything is flat....
Somewhat like a paralax map, try to recreate something like this for your window :)
[QUOTE=Juniez;38258653][t]http://media.moddb.com/images/members/1/96/95390/hoverbike_hp.1.jpg[/t]
oh yeah i should post this ( it is now a hoverbike )
any suggestions? especially for the handle because i've gotten comments that it looks too vintage to be on a hoverbike[/QUOTE]
the new additions give a sense of scale much much much bigger than what i envisaged. although this kinda has a cool vintagey look, i imagined the rider would be leaning over the front section of the machine, with the handle bars further up (the front section just looks so much like the fueltank area of a sports bike)
this would make for a much faster-looking design so maybe that's something to explore
[QUOTE=DOG-GY;38115840]maya is honestly not a modeling program[/QUOTE]
I find that hard to believe considering you make models in it.
[QUOTE=DevilX;38261863]I find that hard to believe considering you make models in it.[/QUOTE]
Hehehehe, you have no idea what your getting yourself into by asking that specific question, and we've been through this discussion about 10 times for the past three years...
Here's a quick summary:
3ds Max is superior to Maya, because of the tools it offers.
Maya is 3ds Max retarded offspring in terms of modeling, and even saying this is a disgrace to 3ds Max...
Maya is best known for animation, as it offers far superior tools in that area, but 3D modeling? It's a laugh.
[QUOTE=Domino;38262359]Hehehehe, you have no idea what your getting yourself into by asking that specific question, and we've been through this discussion about 10 times for the past three years...
Here's a quick summary:
3ds Max is superior to Maya, because of the it offers.
Maya is 3ds Max retarded offspring in terms of modeling, and even saying this is a disgrace to 3ds Max...
Maya is best known for animation, as it offers far superior tools in that area, but 3D modeling? It's a laugh.[/QUOTE]
Please post references to the bold things you say before saying them. At most,n an academic level it's been observed that 3ds Max is easier to grasp for new students but even then, the difference is not big with current versions.
I've tried to understand better this topic and every time the arguments seem to lack foundation to it, there's been tons of articles with this subject and topics on many forums and there's never a common ground.
Even the saying that Maya is better suited for movies is starting to get outdated with the rise of big game companies using Maya such as NaughtyDog.
The reality is that both are perfectly capable to what most users need to do, and if you need more you already have the experience and knowledge to choose what's best for you. Therefore the best way for a user to know what is better for them is to learn both and choose one.
If you want to know what is the standard of the industry that's also quite divided and most big companies operate with both anyway. I've never heard of a company refusing someone really good because they used Max instead of Maya or vice-versa.
[QUOTE=Domino;38262359]Hehehehe, you have no idea what your getting yourself into by asking that specific question, and we've been through this discussion about 10 times for the past three years...
Here's a quick summary:
3ds Max is superior to Maya, because of the tools it offers.
Maya is 3ds Max retarded offspring in terms of modeling, and even saying this is a disgrace to 3ds Max...
Maya is best known for animation, as it offers far superior tools in that area, but 3D modeling? It's a laugh.[/QUOTE]
I know Maya users have a hard time picking it up for modelling, but Valve uses it for everything, so surely it isn't that bad?
lol at saying Maya is terrible for modeling when 90% of Post Production houses use it as their core modelling program.
It might be harder to grasp, but it's certainly not terrible.
[QUOTE=WickedSponge;38262744]Please post references to the bold things you say before saying them. At most,n an academic level it's been observed that 3ds Max is easier to grasp for new students but even then, the difference is not big with current versions.
I've tried to understand better this topic and every time the arguments seem to lack foundation to it, there's been tons of articles with this subject and topics on many forums and there's never a common ground.
Even the saying that Maya is better suited for movies is starting to get outdated with the rise of big game companies using Maya such as NaughtyDog.
The reality is that both are perfectly capable to what most users need to do, and if you need more you already have the experience and knowledge to choose what's best for you. Therefore the best way for a user to know what is better for them is to learn both and choose one.
If you want to know what is the standard of the industry that's also quite divided and most big companies operate with both anyway. I've never heard of a company refusing someone really good because they used Max instead of Maya or vice-versa.[/QUOTE]
[QUOTE=MaxOfS2D;38262919]I know Maya users have a hard time picking it up for modelling, but Valve uses it for everything, so surely it isn't that bad?[/QUOTE]
My only reference is this thread (Digital 3D art vX), so I don't know myself, but that's what people in this thread are saying, mostly those that have used Max for a while, and decided to try Maya, those are the users that complain, In my honest opinion; I don't know, but like I said, it was a quick summary.
Surely it's not the tool, but the usage that makes one good, maybe Valve and NaughtyDog got a lot of scripts and self developed tools to make things easier. But straight out of the box, 3Ds Max is generally known to be best within the ralm of 3D modeling, and Maya within the ralm of animation.
[QUOTE=SweetSwifter;38115627]I've been forced to use Maya for over a month now, and I can now finally say, completely unbiased, that the modelling workflow in Maya is absolutely atrocious. The inter-face is horrid, the way you select stuff and do such basic things is a complete laugh. I mean, I know where everything is now. I know where I need to go to do what. But 3DS Max is still 10.000 times faster than Maya.[/QUOTE]
[QUOTE=DOG-GY;38115459]put ur thumb up ur arse because LOL maya[/QUOTE]
[QUOTE=Domino;38262359]Hehehehe, you have no idea what your getting yourself into by asking that specific question, and we've been through this discussion about 10 times for the past three years...
Here's a quick summary:
3ds Max is superior to Maya, because of the tools it offers.
Maya is 3ds Max retarded offspring in terms of modeling, and even saying this is a disgrace to 3ds Max...
Maya is best known for animation, as it offers far superior tools in that area, but 3D modeling? It's a laugh.[/QUOTE]
no u
maya is 10x times more flexible than most 3d programs out there, and for that reason it has no area of expertise; it's good at everything, and that's why it's an industry standard
Most 3D suites are great anyway and accomplish the same results, some just have an edge in certain areas but that's pretty much it. And saying that Maya is "3dsmax's retarded offspring" is literally the most out of place, nonsensical thing you could ever say :v:
Yup, Maya is better suited to the post production pipeline because it can pretty much do everything save compositing without the need to export to other programs, which can cause compatibility issues and all kinds of errors.
BTW, just came across this, I've always been wondering how they do this in tutorials..
Just click to add a loop.
[video=youtube;3rJdMLmQRiE]http://www.youtube.com/watch?v=3rJdMLmQRiE[/video]
I like Blender's ctrl+r, click and drag, and then click. Very fast imo.
I installed SP3 for 3ds Max 2011 and now it works properly on Windows 8. Woop! I just got Photoshop CS6 too, it's really nice.
Map prop! Nothing too fancy. (it's going to go around a big well-type of hole.)
[img]http://i.imgur.com/3Y7dJ.jpg[/img]
[QUOTE=nVidia;38251932]I wouldn't use windows 8 for anything work related for a looong time.[/QUOTE]
I and a lot of others will probably boycott W8 since they've made it harder for all devs. Blah!
It might technically be a smart financial move by Microsoft but it might end up biting themselves in the ass.
About the software discussion again. I don't think it's that common that anyone will look at the software used as long as you've got a kickass portfolio.
One thing I remembered when I watched the start of the video Eeshton posted is one thing that's bothering me a bit about Max's modelling workflow is that even though you can set hotkeys there aren't any standard hotkeys set to begin with so everyone will have different setups. Not a big deal but watching tutorials that always go through menus or whatever is a lot slower than if all tutorials just followed a standard hotkey system.
Going back to the old days where the thread was full of glass renders:
[url=http://img831.imageshack.us/img831/1329/wineglasses01beauty.jpg][img]http://img842.imageshack.us/img842/2697/wineglasses01beautysmal.jpg[/img][/url]
Why wont Autodesk just merge the fucking programs? Why have 2 separate programs for similar things.
[QUOTE=ZombieDawgs;38266344]Why wont Autodesk just merge the fucking programs? Why have 2 separate programs for similar things.[/QUOTE]
Because they get twice the money for it.
[QUOTE=Jeggis;38266101]Going back to the old days where the thread was full of glass renders:
[url=http://img831.imageshack.us/img831/1329/wineglasses01beauty.jpg][img]http://img842.imageshack.us/img842/2697/wineglasses01beautysmal.jpg[/img][/url][/QUOTE]
Why no surface tension?
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