I suppose so.
Anyway, did some tweaking to round out of the blocky curves without adding too many polys, also logos added. I think it's a bit too shiny.
[IMG]http://imageshack.us/a/img855/1644/screenshot5dyp.jpg[/IMG]
the black leather gloss gives it a brand new out of the factory look.
I think the dots on the tip of the shoe are going the wrong way, but it's hard to tell.
[QUOTE=luishi5000;39568215]No, just from the front. I am still learning all of the things about it. I have always thought that you would need to do a 360 view for good results but it isn't necessary. Like TonyP said, it gets really warped around the edges of the image because it can't see the back, like this one:
[url]http://www.hello-napalm.com/tuts/hdri_files/newhdri_011.jpg[/url]
You can take multiple pictures and combine them for better results.
I screwed up on the one I posted because I found out you have to take the picture perpendicular to the mirror ball, and I took mine from the exact angle I posted. The reflections are a bit off now.
I'm going to keep looking into this and learn how to get better light matching results. I hear you can use a grey sphere to match lighting as well, but not reflections.[/QUOTE]
It's all about viewing angles. You can keep to one HDR-shot of the mirror ball and most out of the environment, but your 3D scene is later limited to the camera angle from which you shot the HDR. This can be a real time-saver if you're planning your shot early, since you won't need the full 360 degrees.
Here's one of my earlier mirror ball HDR renders (MR, 2006):
[img]https://dl.dropbox.com/s/24rwfj066genjym/elite_old.jpg[/img]
And in most of the HDRi-sets I shot back then I just placed my model(s) over the mirror ball instead of taking separate background plates. It all comes down to planning your shots early.
Okay, I think I might be finished with it. I can't be assed to fix the normal map issues though.
(but the laces look loose so i'll tighten them up)
[thumb]http://imageshack.us/a/img502/3348/screenshot17vs.jpg[/thumb]
[thumb]http://imageshack.us/a/img69/1818/screenshot16tb.jpg[/thumb]
[thumb]http://imageshack.us/a/img819/9875/screenshot15jl.jpg[/thumb]
[thumb]http://imageshack.us/a/img90/8861/screenshot14ev.jpg[/thumb]
[thumb]http://imageshack.us/a/img560/5765/screenshot13kg.jpg[/thumb]
(it is hollow because I will have a character wear it.. maybe)
[QUOTE=noved1;39571379]plus, click the process link and see how useful daz was, for checking the spec shades.[/QUOTE]
i read through the thread and im not understanding what you're doing in daz. can you explain?
[QUOTE=noved1;39571379] all tools are useful in the right hands. and all hands can be the right ones.[/QUOTE]
i disagree strongly with this.
also, daz/poser etc are all a joke and there's a reason you [I]never[/I] see them used professionally. I'd recommend moving away from them if you want to get serious. and ive looked at a bunch of your daz renders and none of them look good, frankly. rendering humans requires a lot more thought and even though the spec/diffuse might be good you still have to do good SSS to get something realistic, and whatever shader you're using looks like a standard phong which makes everything look really artificial because it's not physically based. physical correctness is the most important thing in making humans not hit the bottom of the uncanny valley like a rock.
[editline]13th February 2013[/editline]
i'd like to elaborate on this post and say that when one would say that something like blender is not used professionally it's not because it's not a viable program to use. it's because switching to learning new software is not efficient for professionals who already know the ins and outs of their preferred software to learn another program that offers the same things, as well as that it's not economic for a studio to support such a transition. a start-up could easily use blender.
however, with something like Daz3d it's flat out not made for people who want to create content, it's made for people who want to fuck around with sliders and play with digital plastic barbie dolls. and i'm not saying this from a biased perspective, don't misunderstand my intentions. I'm asserting this as an objective truth because believe it or not there's a huge market for that kind of stuff.
Search for Daz3d being discussed on websites like CGHub or Polycount and you'll find nothing but a couple of threads. Look for examples of it being used in the industry and you'll see that there's really none. The reason it is not used is because it does not offer anything of interest to people who want to create their own content (actual artists), and it's not supposed to because that's not its market. Honestly, I've never seen anything out of programs like poser or daz that doesn't look anywhere from amateur to fetishistic.
Here's a little somethin somethin I've been working on. I did not make the concept art.
[img]http://img43.imageshack.us/img43/3041/pistolwip1.jpg[/img]
understood. and i agree. i use z-brush more than anything though. and yes, i just use daz for keyframing mostly. 3DSMax is my main software. daz is just an old friend of mine is all. hard to let go.
[editline]13th February 2013[/editline]
[QUOTE=DOG-GY;39576871]
also, daz/poser etc are all a joke and there's a reason you [I]never[/I] see them used professionally. I'd recommend moving away from them if you want to get serious. and ive looked at a bunch of your daz renders and none of them look good, frankly. rendering humans requires a lot more thought and even though the spec/diffuse might be good you still have to do good SSS to get something realistic, and whatever shader you're using looks like a standard phong which makes everything look really artificial because it's not physically based. physical correctness is the most important thing in making humans not hit the bottom of the uncanny valley like a rock.
.[/QUOTE]
so just stick with my zbrush. 3ds max and blender? because i can work more with them. also, you have me worrying about some of my other tools...are autodesk motion builder and Euphoria engine considered professional? or will i seem like an amateur for using them as well?
yea those are all great. keep working in those and try to improve your rendering primarily. the key thing is to understand how materials work in real life, and then reproduce that on a computer with the shaders that you have. there's a ton of research on this (and it's not daunting of a task as you may think, it's mostly about observation.)
Oh and I've been forced to use Daz for a job and work with the content that came out of Daz, so I've got experience with it and that's part of my justification for not seeing its worth professionally. It was not in any way useful to us and wasted a lot of my time. In the end I managed to get them to abandon it but it caused me a lot of frustration.
well thank you. your experienced words sting, but make alot of sense. glad i heard it from you before investing too much time and cash.
i will come back another day with z-brush only renders, and motion made in 3ds max. then see if i get people to clicking the "artistic" button.
Question that has been burning for me. is it considered "ok" for objects to go through each other? Like two faces intercept?
also first post with gold(woot?)
[QUOTE=nemmises5;39579352]Question that has been burning for me. is it considered "ok" for objects to go through each other? Like two faces intercept?
also first post with gold(woot?)[/QUOTE]
If you mean floating geometry, yes it's fine.
[QUOTE=nemmises5;39579352]Question that has been burning for me. is it considered "ok" for objects to go through each other? Like two faces intercept?
also first post with gold(woot?)[/QUOTE]
As long as it does not 1. look bad or 2. cause z-fighting (if you don't know what this is, it's like in games when stuff literally overlaps perfectly and you can tell the renderer can't figure out what is on top of what, so the polygons look like they're flashing back and forth crazily) then yes.
[QUOTE=Jeggis;39573141]It's all about viewing angles. You can keep to one HDR-shot of the mirror ball and most out of the environment, but your 3D scene is later limited to the camera angle from which you shot the HDR. This can be a real time-saver if you're planning your shot early, since you won't need the full 360 degrees.
Here's one of my earlier mirror ball HDR renders (MR, 2006):
[img]https://dl.dropbox.com/s/24rwfj066genjym/elite_old.jpg[/img]
And in most of the HDRi-sets I shot back then I just placed my model(s) over the mirror ball instead of taking separate background plates. It all comes down to planning your shots early.[/QUOTE]
remember how big that HL2 models in HDR thread got? was fucking massive.
I think I have mine.
[editline]14th February 2013[/editline]
Most of mine have shitty shadows but I like these renders I made in 2006...
[IMG]http://imageshack.us/a/img85/6001/vortigauntsun37gv.jpg[/IMG]
[IMG_thumb]http://imageshack.us/a/img264/7728/combine5pn.jpg[/IMG_thumb]
[IMG_thumb]http://i.imgur.com/xx9IGVE.png[/IMG_thumb]
I just realized that this is slightly asymetrical, and I am not happy.
Don't really know if this has been talked about before, but what is everyone's opinions on Ptex, has anyone even used it?
I am aiming towards buying a Wacom Bamboo Create for zbrush and my brother is debating that I should buy a Samsung Galaxy Note 10.1 to do the same thing, I don't need to use a screen and the Note doesn't have the same features as the Create, which should I buy?
[QUOTE=andololol;39610378]I am aiming towards buying a Wacom Bamboo Create for zbrush and my brother is debating that I should buy a Samsung Galaxy Note 10.1 to do the same thing, I don't need to use a screen and the Note doesn't have the same features as the Create, which should I buy?[/QUOTE]
Not the note.
Bamboos are pretty decent for using Z-brush, Mudbox, Mari as well as Nuke. They are pretty affordable. IMO there is little point paying more for a tablet as a lot of people I work with have them and say they're great.
Also been working for [url=http://www.framestore.com/]Framestore[/url] these past few weeks. It's amazing fun.
[QUOTE=Acezorz;39610477]Also been working for [url=http://www.framestore.com/]Framestore[/url] these past few weeks. It's amazing fun.[/QUOTE]
Congrats man, that's pretty cool!
[QUOTE=andololol;39610378]I am aiming towards buying a Wacom Bamboo Create for zbrush and my brother is debating that I should buy a Samsung Galaxy Note 10.1 to do the same thing, I don't need to use a screen and the Note doesn't have the same features as the Create, which should I buy?[/QUOTE]
I would suggest a monoprice tablet instead of a wacom one. They aren't as good as an Intuos, but better than a bamboo. Cheaper, too. Though it doesn't have anything in the form of touch.
updates:
Almost done with modeling. Next is uv-unwrapping and textures. 3544 Tris as of now.
[IMG]http://imageshack.us/a/img855/8747/92670710.jpg[/IMG]
Exploded:
[IMG]http://imageshack.us/a/img809/9387/10104033.jpg[/IMG]
It's pretty shitty, but I kind of like it.
[IMG_thumb]http://oi47.tinypic.com/2luc1t.jpg[/IMG_thumb]
[QUOTE=kirby2112;39613999]It's pretty shitty, but I kind of like it.
[IMG_thumb]http://oi47.tinypic.com/2luc1t.jpg[/IMG_thumb][/QUOTE]
Adding a second lightsource which is a bit colder / warmer in colour is a great way to make things more interesting.
[QUOTE=Lazore;39614119]Adding a second lightsource which is a bit colder / warmer in colour is a great way to make things more interesting.[/QUOTE]
?
[IMG]http://i.imgur.com/HIxBr5x.png[/IMG]
[IMG]http://puu.sh/23Hnm[/IMG]
Big project I started on a few days ago. I think it's a bit above my level of skill, but I want to use a big project with lots of different pieces to it to learn from my mistakes. For now, I've done all the measurement work and did a rough blocking of the main walls and such. I also did some window style-tests at the front, just to see what kind of windows I'd like (of course, I've also gathered a lot of reference material).
Got bored and threw some crappy textures on some low poly props for my brother to use in his game.
[img_thumb]http://i.imgur.com/Aa2uJqb.jpg[/img_thumb]
Also took a new render of my truck assembly. Still a HEAVY WIP.
[img_thumb]http://i.imgur.com/yQzhdGM.png[/img_thumb]
texture still WIP, suggestions/criticisms?
[URL="http://p3d.in/pZM5q"]http://p3d.in/pZM5q[/URL]
[QUOTE=lxmach1;39616000]texture still WIP, suggestions/criticisms?
[URL="http://p3d.in/pZM5q"]http://p3d.in/pZM5q[/URL][/QUOTE]
That the Halo Reach battle rifle? Looks nice.