• Digital 3D Art v9
    6,260 replies, posted
So I want to place a whole bunch of coins in and around a treasure chest. What would be the best way to make that look natural without having to place them all by hand? I was thinking about trying dynamics and just dropping them in with gravity, but I'm not sure yet. Any thoughts? Maya, by the way.
[QUOTE=Cyan_Husky;39687133]So I want to place a whole bunch of coins in and around a treasure chest. What would be the best way to make that look natural without having to place them all by hand? I was thinking about trying dynamics and just dropping them in with gravity, but I'm not sure yet. Any thoughts? Maya, by the way.[/QUOTE] Dropping with dynamics would be the only way without getting clipping. Though you dont have to fill the entire chest, just place a box in it to fill it up
[QUOTE=Sylerr;39656573]WIP Fully animated and 3D still have to find the curage to render the whole sequence Full Size [url]http://i.imgur.com/npz6HR6.jpg[/url] [IMG]http://i.imgur.com/npz6HR6l.jpg[/IMG][/QUOTE] 3D text remind me of the 90's, I think you'd be better off with just a flat plane or the text added on top in AE, maybe with a mask so a few asteroids can fly over it.
[QUOTE=Uesrname;39679784]Wouldn't you need to align ortho/perspective to an axis to be able to accurately model the geometry anyway? Unless you were strictly using the reference as just something to look at as opposed to something to model on top of.[/QUOTE] Adding to this a bit late but. If you're working with blueprints ortho is the way to go ofcourse but if the images are photographs they're never orthographic anyway so modelling with them strictly with orthographic viewports will lead to inconsistencies and won't actually match perfectly. Therefore you'll probably always have to tweak a bit to get the model to match with what you're going for. Only way to get the image to match perfectly with your model would mean you'd have to know exactly the angle from where the photo was shot and the focal length of the lens and try to match that in the 3d software.
[QUOTE=Jocke;39685722][IMG]http://i.imgur.com/VY2j9fF.png[/IMG][/QUOTE] Just before my internet gave up and showed it as a broken image, it loaded in really pixely, it looked like really fucking awesome sprite art. You should render it in low res and scale it up, I bet it'd look awesome.
[IMG]http://i.imgur.com/0XLecnm.png[/IMG] [sp]It's a futuristic elemental weapon that is powered by alien energy[/sp] [editline]23rd February 2013[/editline] I seriusly got a weird concept in my work
Looks like a wipeout vehicle.
[QUOTE=dookster;39673536][IMG]http://img843.imageshack.us/img843/6965/cc6e7bcf4f3c4b91aca0ac8.png[/IMG][/QUOTE] Needs more AO.
So here's a teaser of our upcoming game at Bugbear. Hope you like it! [URL="http://www.youtube.com/watch?feature=player_embedded&v=XORYQ52migc"]http://www.youtube.com/watch?feature=player_embedded&v=XORYQ52migc[/URL]
Holy shit
Realistic car deformation gets me hard
Holyshit Would be awesome if the devs could release some kind of tech demo showing all that dynamic awesomeness with more details.
11 hours of painstaking render. A few small missing details which can be added back via Photoshop. [img_thumb]http://i.imgur.com/fMSHAr7.jpg[/img_thumb]
[QUOTE=Jamie1992GSC;39698344]11 hours of painstaking render. A few small missing details which can be added back via Photoshop. [img_thumb]http://i.imgur.com/fMSHAr7.jpg[/img_thumb][/QUOTE] thats some black ass shadows you got there
[QUOTE=Lazore;39698867]thats some black ass shadows you got there[/QUOTE] I'm a noob at renders to be honest. Modelling has always been my forte, textures and renders etc is where I struggle. But thanks for pointing it out. I'll try and make them a bit softer next time.
[QUOTE=Jamie1992GSC;39698929]I'm a noob at renders to be honest. Modelling has always been my forte, textures and renders etc is where I struggle. But thanks for pointing it out. I'll try and make them a bit softer next time.[/QUOTE] Just render with some indirect lighting and it'd be fine.
[QUOTE=ben_lind;39692084]So here's a teaser of our upcoming game at Bugbear. Hope you like it! [URL="http://www.youtube.com/watch?feature=player_embedded&v=XORYQ52migc"]http://www.youtube.com/watch?feature=player_embedded&v=XORYQ52migc[/URL][/QUOTE] You're at Bugbear? Do you go to monthly IGDA meetings at whatever the new place is (after Cuba)?
Based off of my previous HDR render, here's a little something I put together at work. Those familiar with Scandinavian television will perhaps recognize this particular globe. [img_thumb]http://i.imgur.com/ZhdaF05.jpg[/img_thumb] (1920x1080) Animation (didn't get far, had to loop it a few times): [media]http://www.youtube.com/watch?v=LBJuhov4uyQ&hd=1[/media]
Tried going for something stylized like borderlands and darksiders. I'm not too happy with how it turned out but I think it looks pretty good. [IMG]http://i.imgur.com/GisJFWg.png[/IMG]
Looks like it would work very well in a sort of Egyptian-esque pyramid temple. Suits the chosen art direction too, though it looks a bit tea-baggy in the definition.
[QUOTE=DinoJesus;39702286]I'm not too happy with how it turned out but I think it looks pretty good.[/QUOTE] Eh? :v: I like it, but I think you overdid the hard black lines on the bottom and top, compared to the wide open middle part. I'd actually suggest redesigning it, with some vertical geometry to make it more visually interesting.
Overall texture of it is lovely though.
[QUOTE=~ZOMG;39702754]Eh? :v: I like it, but I think you overdid the hard black lines on the bottom and top, compared to the wide open middle part. I'd actually suggest redesigning it, with some vertical geometry to make it more visually interesting.[/QUOTE] Actually I didn't put any black lines on it. When I was trying to bake the ambient occlusion from the high poly blender went full retard and I couldn't get it to work. I tried to compensate by setting up some soft lights from all directions of it and baking the shadows. Unlike the highpoly ambient occlusion it worked. Only problem as a result of that is that it causes certain areas to come out as black because the light didn't reach it. I tried to compensate but I guess I need to fix it a bit more. A good deal of the lighting seen in that render is actually hand drawn to compensate for the lack of ao.
[QUOTE=ferdam;39695327]Holyshit Would be awesome if the devs could release some kind of tech demo showing all that dynamic awesomeness with more details.[/QUOTE] I'll suggest that at work, can't promise anything though. [QUOTE=PLing;39700556]You're at Bugbear? Do you go to monthly IGDA meetings at whatever the new place is (after Cuba)?[/QUOTE] Yeah I am. Nah, heard about it but haven't participated yet. Why?
[QUOTE=paul simon;39700139]Just render with some indirect lighting and it'd be fine.[/QUOTE] The lighting I used this time was MR Area Omni. I'm not sure if that's a good one to use or not. I'm rendering the back shot of it at the moment, and once that's done. I'll be setting up my Render Farm. And trying to do some better quality renders, probably of the same model. I'll take a look into more efficient and better ways to do lighting. :v:
I made a model for Outerra. Here it is: [img]http://i.cubeupload.com/IaxOx3.jpg[/img] And here is a quick video I made of it: [video=youtube;GII3uFnfIM8]http://www.youtube.com/watch?v=GII3uFnfIM8[/video] And here is the thread: [url]http://www.outerra.com/forum/index.php?topic=1517.0[/url]
10 hour render of the rear this time, again once ignoring a few slight mistakes, I think it came out quite nicely. [img_thumb]http://i.imgur.com/qeDKk8P.jpg[/img_thumb]
That grass looks displacement mapped, am i correct?
[QUOTE=pinecleandog;39709419]That grass looks displacement mapped, am i correct?[/QUOTE] It's from a planet scaled graphic engine (sandbox) called Outerra. Had a few cool hours using it, really amasing
Here is a charakter i did some time ago :D [IMG]http://img715.imageshack.us/img715/6247/henrishthegerman.png[/IMG]
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