[QUOTE=Dippeggs;38376101]Are you sure they're not floating above the plane? Also what program are you using?[/QUOTE]
Yeah, I'm sure. It's 3ds max. I even tried having them clip through the plane, and there's always a gap between it and the shadow.
Isn't that related to bias values ?
Try recreating everything again, see if it keeps happening in another completely new scene.
got some free time this week so i might as well take a stab at an environment
[img]http://media.moddb.com/images/members/1/96/95390/bmlobby.jpg[/img]
pretty much everything is WIP and a bunch of textures (and also those two white models) are placeholders
Drew up a concept of a new version of the Concussion Missile from Descent, and modeled it.
Here's the concept:
[IMG]http://imageshack.us/a/img845/2666/concussionconcept.jpg[/IMG]
Here's the render of the model:
[IMG]http://imageshack.us/a/img829/8393/concprevfin.jpg[/IMG]
[QUOTE=kirby2112;38376116]Yeah, I'm sure. It's 3ds max. I even tried having them clip through the plane, and there's always a gap between it and the shadow.[/QUOTE]
It's probably like ferdam said. The bias value for the lamps shadow is likely too high.
A quick example from Blender.
Bias value of 5.
[t]http://dl.dropbox.com/u/2344342/bias5.jpg[/t]
Bias value of 0.2.
[t]http://dl.dropbox.com/u/2344342/bias.2.jpg[/t]
I was bored.
[video=youtube;dGBkjTGtzfM]http://www.youtube.com/watch?v=dGBkjTGtzfM[/video]
Played around with the absorption node with a translucent material.
Looks fluffy.
Did the homing missile
[IMG]http://imageshack.us/a/img641/2707/homingpreview.jpg[/IMG]
Model
[IMG]http://imageshack.us/a/img441/5674/hommissile.jpg[/IMG]
[QUOTE=ben_lind;38381599]It's probably like ferdam said. The bias value for the lamps shadow is likely too high.
A quick example from Blender.
Bias value of 5.
[t]http://dl.dropbox.com/u/2344342/bias5.jpg[/t]
Bias value of 0.2.
[t]http://dl.dropbox.com/u/2344342/bias.2.jpg[/t][/QUOTE]
Well, I mean, I never changed the bias value, and this has never happened before. To be honest, I don't even know what a bias value is, and I'm not sure how to change it. The line of non-shadows is less annoying than the shadow that is correctly shaped, but nudged a half foot away from the geometry. I can work around the line thingy.
Just change that value to something like 0 or 0,2 (the default in many programs).
There should be some "Bias" option btw, if not, I don't really know how to fix this.
Couldn't find any bias, but I changed it to advanced raytraced shadows, and it works. I'll post it when it's done.
[editline]9th November 2012[/editline]
Even though it's stupid.
[editline]9th November 2012[/editline]
[img_thumb]http://i.imgur.com/ZEc6A.jpg[/img_thumb]
All done, it sucks, I don't care. It was basically just to learn how to make my own materials.
Aww, imgur made it smaller! :c
[QUOTE=Bloodshot12;38380398]Drew up a concept of a new version of the Concussion Missile from Descent, and modeled it.
Here's the concept:
[IMG]http://imageshack.us/a/img845/2666/concussionconcept.jpg[/IMG]
Here's the render of the model:
[IMG]http://imageshack.us/a/img829/8393/concprevfin.jpg[/IMG][/QUOTE]
That's awesome, I loved that game!
still going
[img]http://media.moddb.com/images/members/1/96/95390/bmlobby_udk01.jpg[/img]
Love the lighting. Is that Modo you're using?
Looks cool - all it needs is Barney at the desk.
woke up 9 am on a saturday to work on of2 hahaha
edit:
glitches, glitches everywhere
[QUOTE=Recurracy;38392684]Love the lighting. Is that Modo you're using?[/QUOTE]
thanks! I'm using udk to render it
[QUOTE=Tracker;38393332]Looks cool - all it needs is Barney at the desk.[/QUOTE]
If only I was able to model characters
but i can't! maybe i'll make the post-resonance cascade version as an excuse for the lack of people
[QUOTE][IMG]http://25.media.tumblr.com/tumblr_mbvzv6gNHB1qi9ubao1_1280.jpg[/IMG][/QUOTE]
[IMG]http://puu.sh/1oBna[/IMG]
[IMG]http://puu.sh/1oBCk[/IMG]
Modeled Corvo's sword from Dishonored (currently untextured)
trying to get somewhat good at modeling highpoly hard surfaces, I'm tempted to model the inside of the sword and the mechanical parts
Mental ray indirect lighting makes me cum.
[IMG_THUMB]http://img820.imageshack.us/img820/9264/gitest.png[/IMG_THUMB] [IMG_THUMB]http://img685.imageshack.us/img685/8936/gitestnogi.png[/IMG_THUMB]
I need a new PC.
Start of a DB5
[thumb]http://i.imgur.com/zHFuD.jpg[/thumb]
Next up, the smart missile:
Original
[IMG]http://www46.homepage.villanova.edu/matthew.velez/images/SmartMissile.gif[/IMG]
My model:
[IMG]http://imageshack.us/a/img267/2558/smmiss.jpg[/IMG]
[IMG]http://imageshack.us/a/img607/5288/smartmissile.jpg[/IMG]
[QUOTE=Logithx;38354159]lots of progress on the trainstation
[img]http://img39.imageshack.us/img39/9416/59698402.jpg[/img]
[img]http://img534.imageshack.us/img534/7352/85798315.jpg[/img]
[img]http://img845.imageshack.us/img845/2334/61371647.jpg[/img]
[img]http://img201.imageshack.us/img201/7015/21822601.jpg[/img]
[img]http://img853.imageshack.us/img853/5878/82064360.jpg[/img][/QUOTE]
You need some wear on the corners of the brick pillars, right now it's hard to distinguish that there is geometry coming off that wall. Or make a darker texture and fake AO with that.
Yea I've enabled AO and with the roof done now (blocks most of the bright lighting) the corners are much more visible. Will post some new pics soon.
I finally got around to learning how to properly rig with IK so I made this to test it out
[IMG]http://i.imgur.com/mZqvG.gif[/IMG]
I didn't make the model but I did make the animation rig and textures
Boy, that animation takes me back.
CRASH BANDICOOT 4 LYFE
[img]https://dl.dropbox.com/u/10565588/Pictures/bend.png[/img]
Anyone tell me how to bend this to the curve above it? I've tried soft select but it distorts the mesh quite a bit and isn't 100% accurate.
Maya 2011
[QUOTE=ZombieDawgs;38414214]
Anyone tell me how to bend this to the curve above it? I've tried soft select but it distorts the mesh quite a bit and isn't 100% accurate.
Maya 2011[/QUOTE]
Try using a non linear bend deformer?
I've tried that but it just flattens and pushes the opposing sides in completely opposite directions.
In 3ds max you could just select the edges from that curve, create a spline shape from it, and use it with path deform tool. I don't know if there's such similar tool in Maya.
I don't even know if there's a better method in 3ds max, but that's what I would do.
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