• Digital 3D Art v9
    6,260 replies, posted
[QUOTE=ZombieDawgs;38266344]Why wont Autodesk just merge the fucking programs? Why have 2 separate programs for similar things.[/QUOTE] It'd be lovely to have a program that takes the non-destructive modelling workflow from 3DS Max, and the animation part, the hypershader, fluids and NURBs editing tools from Maya.
And I shall title it "£D$ Mayax"
nobody wants to do the max vs maya argument again so everyone pls just stop [editline]31st October 2012[/editline] [QUOTE=Domino;38259785]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] why did you quote my post and not his???
[QUOTE=Domino;38263630]BTW, just came across this, I've always been wondering how they do this in tutorials.. Just click to add a loop.[/QUOTE] Is there a way to use that to insert symmetrical loops though? It seems that in a situation you'd be using the connect tool set to 2 loops then changing the pinch setting, it would be more accurate but a bit slower than swift loop.
[QUOTE=Onyx3173;38267126]Is there a way to use that to insert symmetrical loops though? It seems that in a situation you'd be using the connect tool set to 2 loops then changing the pinch setting, it would be more accurate but a bit slower than swift loop.[/QUOTE] I was wondering that too. Is it a compromise between accuracy and speed or can you get the same options with swiftloop as with the connect tool.
Maybe someone can help me with this issue. About a week and a half to two weeks ago I installed Xoliul to mess around with. Ever since then I've been having viewport issues even when not using Xoliul in any way. I'll do something as simple as rotating my perspective view or simply panning around and the viewport will freeze for a view seconds before 3ds completely redraws the viewports and controls. Does anyone have any why this is happening and how to fix it? It's starting to get really annoying having to rotate or pan my view twice in a row to actually get it to work nearly every single time.
[QUOTE=alien_guy;38266478]Why no surface tension?[/QUOTE] You're right, I should have pushed it further. Also, I would have to change the camera position to actually see the effect. [img]http://i.imgur.com/QLCKc.jpg[/img]
[QUOTE=ZombieDawgs;38266344]Why wont Autodesk just merge the fucking programs? Why have 2 separate programs for similar things.[/QUOTE] I want softimage sorta merged with 3DS, XSI's productivity scale is alot faster then max's, I almost had a nerdgasm when I saw you can just hover over edges, verts and polies to select it, no stupid 1 second wait everytime you hit 1,2,3,4 in max just to select somethin
[QUOTE=DOG-GY;38266874]nobody wants to do the max vs maya argument again so everyone pls just stop [editline]31st October 2012[/editline] why did you quote my post and not his???[/QUOTE] Dunno actually.. :P Fixed it Pageking, here's some random AO [IMG]http://i59.photobucket.com/albums/g316/dominoegnallange/Basketballao0137.png[/IMG]
Dafuq is that?
New camera angle, fixed surface tension: [url=http://i.imgur.com/xtjCb.jpg][img]http://i.imgur.com/rUKhm.jpg[/img][/url] (Click image to see high res)
[QUOTE=alien_guy;38273406]Dafuq is that?[/QUOTE] You'll see when it's done :) Gonna have to re-render beautipass on some frames :-/ [QUOTE=Jeggis;38273413]New camera angle, fixed surface tension: [url=http://i.imgur.com/xtjCb.jpg][img]http://i.imgur.com/rUKhm.jpg[/img][/url] (Click image to see high res)[/QUOTE] Can't tell if 3D or photograph
glass too perfect would not smash
Yeehaawww, done! [img]https://dl.dropbox.com/sh/j9r5v01jyuio85g/kY9nGJyNIP/g3_27_10_2012.jpg[/img]
That is one sexy high poly
[QUOTE=Jeggis;38271607]You're right, I should have pushed it further. Also, I would have to change the camera position to actually see the effect. [img]http://i.imgur.com/QLCKc.jpg[/img][/QUOTE] i actually love the camera placement in this screengrab
[img]http://img211.imageshack.us/img211/8859/35149322.jpg[/img] Sorry pac_187 I copied your render style kinda.
[QUOTE=TonyP;38276428][img]http://img211.imageshack.us/img211/8859/35149322.jpg[/img] Sorry pac_187 I copied your render style kinda.[/QUOTE] That is one friggin good looking shoe! I would've had sex with it.
[QUOTE=Domino;38277693]That is one friggin good looking shoe! I would've had sex with it.[/QUOTE] I'm telling your woman! [editline]1st November 2012[/editline] By the way, the reason why I haven't posted any content Is because I've been working on two games, but they're to be done at haste! So the models aren't exactly good apart from if you care about optimising for mobile.
[QUOTE=Canary;38278749]I'm telling your woman! [editline]1st November 2012[/editline] By the way, the reason why I haven't posted any content Is because I've been working on two games, but they're to be done at haste! So the models aren't exactly good apart from if you care about optimising for mobile.[/QUOTE] There are a lot of challenges in making good looking stuff for mobile. Most of us will probably understand the limitations of the platform so go ahead and share if you wish. At least I'd be interested.
Progress! [thumb]http://i.minus.com/ibrpo2PvwzCSsq.png[/thumb] [thumb]http://i.minus.com/ily54VJ7X4TDc.png[/thumb] It isn't perfect, but I think it is turning out pretty snazzy for my first car.
[QUOTE=DOG-GY;38275643]i actually love the camera placement in this screengrab[/QUOTE] I forgot to lock the horizon on my SpaceNavigator, so the wire got way more cinematic than intended.
speaking of which i cant get my 3dconnexion 3d mouse to work with 3ds 2013. any ideas?
[QUOTE=DOG-GY;38284986]speaking of which i cant get my 3dconnexion 3d mouse to work with 3ds 2013. any ideas?[/QUOTE] Reinstall drivers, update to latest 3DxWare. Works great with 2013 here.
[QUOTE=Jeggis;38284870]I forgot to lock the horizon on my SpaceNavigator, so the wire got way more cinematic than intended.[/QUOTE] How's it working with a SpaceNavigator by the way? I'm seriously considering buying one.
Been learning the Pyro FX system in Houdini. So much customisability when you get your head around it and set it up correctly. [IMG_thumb]http://i.imgur.com/yyK4y.jpg[/IMG_thumb] Not been colour graded or anything, just playing with turbulence.
Any tuts on modelling awesome trees? [editline]2nd November 2012[/editline] Organic stuff in general too.
[QUOTE=ZombieDawgs;38294043]Any tuts on modelling awesome trees? [editline]2nd November 2012[/editline] Organic stuff in general too.[/QUOTE] I personally think trees are really difficult to get right, especially if there's a poly limit. If you're going for a higher resolution style, you can expect either arrays or instancing for the leaves, at least that's how I'd go about it.
For trees, check out XFrog, it looks promising. Confusing, but promising. There's also a wide arrange of scripts available to generate trees and leaves.
[QUOTE=Domino;38288090]How's it working with a SpaceNavigator by the way? I'm seriously considering buying one.[/QUOTE] It's a lot of fun at first, but after a while, most just leave it to collect dust. I'm doing a lot of cinematography for short film projects, commercials and so on, where it comes in handy. Setting up cameras with a 3D mouse increase my effectiveness greatly. Also, when modelling small parts of a bigger object, it's a great asset, as it allows you to really "get in there", not having to constantly reset viewport around single vertices.
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