[QUOTE=Jeggis;38436320]I work as a motion graphics designer for TV2, a national TV broadcast station. Here I work a lot on virtual sets (greenscreen + camera motion tracking), and also do a lot of 2D/AE work for new concepts.
Nice I originally wanted to be a compositor but I hear the Games industry is a lot more stable with work and theres more work out there
[QUOTE=DOG-GY;38443385]this is my opinion but i think realism comes from the quality of the content itself and using noise and shit like CA is just masking work that falls flat anyways.[/QUOTE]
Actually noise and distortions is a big part of getting it to look like it was captured with a camera. If you ever do matchmoving you'll see what a big difference those imperfections make.
[QUOTE=DOG-GY;38442526]why would you want to simulate a bad lens[/QUOTE]
Doode, i made some trippy shit, dont give a shit about realism or lenses, i liked the red and blue effect it gives on the DoF and thought it would fit the "theme"
Edit: Like it cranked it up to 100%. I would of course never do this in a real render.
Whenever I photoshop I always try to make whatever I put in the scene look as crappy as the rest of the scene.
Crikey, im halfway into my 100 days project:
[url]http://lazore3d.blogspot.no/?view=classic[/url]
[QUOTE=Lazore;38446637]Doode, i made some trippy shit, dont give a shit about realism or lenses, i liked the red and blue effect it gives on the DoF and thought it would fit the "theme"
Edit: Like it cranked it up to 100%. I would of course never do this in a real render.[/QUOTE]
and what
none of that has anything to do with me saying that i think CA looks bad no exceptions. you don't need to justify your disagreement with me as i already get that people like it.
Almost done!
[IMG]http://i.imgur.com/d4eiC.jpg[/IMG]
[IMG]http://i.imgur.com/dhymm.jpg[/IMG]
[IMG]http://i.imgur.com/UFdbW.jpg[/IMG]
[IMG]http://i.imgur.com/wvfLt.jpg[/IMG]
The fingers and head look like crap, since dynamesh refuses to add polys to the areas I need. I might need to make them as a separate mesh when I retopologize.
Made this yesterday, and if you click it goes to an HTML5, animated version.
[url=http://geoffballington.com/sushi/][IMG]http://geoffballington.com/sushi/render3.png[/IMG][/url]
More progress on the trainstation, I finished the roof and did some new models/textures. The combine monitor is still early WIP, I'm looking into particle effects for the Breencast display. I've been messing around with lighting as well.
[img]http://img827.imageshack.us/img827/7075/pic1px.jpg[/img]
[img]http://img545.imageshack.us/img545/1628/pic3rf.jpg[/img]
Wow, it's looking really good. A big progress since the last image you posted here.
[media]http://www.youtube.com/watch?v=tKDujIBXO8E&hd=1[/media]
Not sure if you've seen this but yeah.
Yep, saw it, and immediately thought 'hey, isn't nVidia working on that?'
Anyone know why Mudbox is displaying my wire frame like this? It was normal when I started.
[IMG]http://i.imgur.com/Y61jM.png[/IMG]
[QUOTE=dookster;38462424]Anyone know why Mudbox is displaying my wire frame like this? It was normal when I started.
[IMG]http://i.imgur.com/Y61jM.png[/IMG][/QUOTE]
Yer mesh most likely has ngons in it.
Tiny ski poles for strings :3
[QUOTE=nVidia;38462926]Yer mesh most likely has ngons in it.[/QUOTE]
Fuuuuck, it's been checked and checked again before I put it into Mudbox and was fine up until I added a 5th iteration.
I don't really think they're n-gons, mostly because if there are no n-gons in the base mesh then you won't get any either by subdividing, do you have the latest Service Pack for the mudbox you're using? It might just be a wire-drawing issue, I've had that happen to me before.
[QUOTE=DeanWinchester;38463660]I don't really think they're n-gons, mostly because if there are no n-gons in the base mesh then you won't get any either by subdividing, do you have the latest Service Pack for the mudbox you're using? It might just be a wire-drawing issue, I've had that happen to me before.[/QUOTE]
I had this same issue and it was caused by ngons if I recall correctly.
[QUOTE=dookster;38462424]Anyone know why Mudbox is displaying my wire frame like this? It was normal when I started.
[IMG]http://i.imgur.com/Y61jM.png[/IMG][/QUOTE]
This sounds like a stupid question but did you happen to export the mesh from 3DS Max with a turbosmooth modifier set to Isoline Display by any chance? I've had this happen before.
[editline]15th November 2012[/editline]
Working on a CZ75 reskin.
Old:
[t]http://puu.sh/1qzXY[/t]
New:
[t]http://puu.sh/1qO5O[/t]
[QUOTE=fewes;38465210]This sounds like a stupid question but did you happen to export the mesh from 3DS Max with a turbosmooth modifier set to Isoline Display by any chance? I've had this happen before.
[editline]15th November 2012[/editline]
Working on a CZ75 reskin.
Old:
[img]http://puu.sh/1qzXY[/img]
New:
[img]http://puu.sh/1qzVM[/img][/QUOTE]
Christ, who made that old texture? It looks garbage. The new one looks really good, though maybe a bit too saturated and the scratches seem a bit too strong.
[QUOTE=fewes;38465210]This sounds like a stupid question but did you happen to export the mesh from 3DS Max with a turbosmooth modifier set to Isoline Display by any chance? I've had this happen before.[/QUOTE]
No, like I said it was fine when I imported it and only did that when I hit 5th Subdiv level. I spoke to my mate about it and he reckons it's just an Isoline display within Mudbox. I have the latest service pack because I had a problem with Mudbox earlier.
I tried to make a shower head for my 3D modeling class. They actually liked the model. So I decided to share it here (Please bare with me, It's my first official model through cinema 4D). I tried to get the textures to work on P3D but I didn't really bother to try to fix it up. The model was mainly intended to do fluid simulations in Blender but we ran into some difficulties.
[URL="http://http://p3d.in/p8dXF"]http://http://p3d.in/p8dXF[/URL]
And the true render picture from C4D ~
[IMG]http://filesmelt.com/dl/Shower_head_by_jonex3_-_overview1.jpg[/IMG]
The C4D render is different from the original model but still meant to look like that.
Any feedback?
You seem to have some faces overlapping exactly on top of eachother that cause z-fighting or it's your normals. I have a hard time seeing what's going on. If you've extruded edges from a surface and have them connected will also cause shading problems. Actually looks like you've done that. Don't do that, computers don't like it.
Your link also seems to have a typo.
[QUOTE=ben_lind;38468369]You seem to have some faces overlapping exactly on top of eachother that cause z-fighting or it's your normals. I have a hard time seeing what's going on. If you've extruded edges from a surface and have them connected will also cause shading problems. Actually looks like you've done that. Don't do that, computers don't like it.
Your link also seems to have a typo.[/QUOTE]
Link fixed: [URL="http://p3d.in/p8dXF"]http://p3d.in/p8dXF[/URL]
And thanks for the info
Right out of the oven, unedited normals and AO, 2048x2048 map:
[img_thumb]https://dl.dropbox.com/sh/j9r5v01jyuio85g/d2YkcQU6l0/g3_16_11_2012.jpg[/img_thumb]
[img_thumb]https://dl.dropbox.com/sh/j9r5v01jyuio85g/cIrnEBP9KK/g3_wire_16_11_2012.jpg[/img_thumb]
[t]https://dl.dropbox.com/u/1157653/ks23_retex_mat.jpg[/t]
retexturing an old model of mine because [url=http://www.facepunch.com/member.php?u=347272]Zay333[/url] need a higher-res texture and I only had them in 512x512 (and i wanted to make it better)
no wear and tear yet! only because I don't know how much damage he wants
[editline]16th November 2012[/editline]
wow check out all these guns on the page!
[QUOTE=nVidia;38461984][media]http://www.youtube.com/watch?v=tKDujIBXO8E&hd=1[/media]
Not sure if you've seen this but yeah.[/QUOTE]
Good looking visuals! Particle effects your doing?
[QUOTE=dookster;38463422]Fuuuuck, it's been checked and checked again before I put it into Mudbox and was fine up until I added a 5th iteration.[/QUOTE]
I remember this from Mudbox2011, told me I had a rats nest, and gave these weird looking subd iterations. Tried with a 100% clean mesh (sphere), same thing happened. Autodesk said it was a bug, and should be fixed in the then upcoming hotfix. Seems it's still causing trouble.. :/
[QUOTE=Jeggis;38471909]Good looking visuals! Particle effects your doing?
I remember this from Mudbox2011, told me I had a rats nest, and gave these weird looking subd iterations. Tried with a 100% clean mesh (sphere), same thing happened. Autodesk said it was a bug, and should be fixed in the then upcoming hotfix. Seems it's still causing trouble.. :/[/QUOTE]
Yeah admittedly I did have a rats nest before but it seemed to have been sorted.
[QUOTE=Jeggis;38471909]Good looking visuals! Particle effects your doing?[/QUOTE]
Yes, particles.
It would be nice to model for once. >:
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