• Digital 3D Art v9
    6,260 replies, posted
Well, the ones i used in school had a pop-up that couldn't be disabled. Not sure about the newer versions though because i haven't used a student edition for a long time.
[QUOTE=nVidia;35197316]Well, the ones i used in school had a pop-up that couldn't be disabled. Not sure about the newer versions though because i haven't used a student edition for a long time.[/QUOTE] I've not seen it.
[QUOTE=nVidia;35197316]Well, the ones i used in school had a pop-up that couldn't be disabled. Not sure about the newer versions though because i haven't used a student edition for a long time.[/QUOTE] It's still the same in 2012. We have student versions of Max and opening the files at school gives a popup with something about using a student version file in an educational facility conflicts with the eula. We just ignore it.
I'm using 3ds Max 2012 using a Student license and i've never seen a pop-up like you mentioned, nVidia.
[QUOTE=ferdam;35199395]I'm using 3ds Max 2012 using a Student license and i've never seen a pop-up like you mentioned, nVidia.[/QUOTE] I'm using the same thing and I've had it pop up a few times. I believe if you try to export a model it'll say something along those lines.
Just working on some plates. comments? (quick side note, i'm very new to max :p) [IMG]http://img35.imageshack.us/img35/9369/stackedplates.jpg[/IMG] [IMG]http://img138.imageshack.us/img138/8546/yepafuckingplate.jpg[/IMG]
[QUOTE=Brandong;35200062]Just working on some plates. comments? (quick side note, i'm very new to max :p) [IMG]http://img35.imageshack.us/img35/9369/stackedplates.jpg[/IMG] [IMG]http://img138.imageshack.us/img138/8546/yepafuckingplate.jpg[/IMG][/QUOTE] Smoothing groups, mang. Just go into modifiers and add a 'smooth' modifier; nice render by the way.
Ye the bottoms unsmothed.
Made a second version with more plant life: [img_thumb]http://dl.dropbox.com/u/44918480/Portfolio/render_2.png[/img_thumb]
[QUOTE=Logithx;35194873]What Legend286 said, though sometimes it might just be a rogue vertex. Select the corner area to check for double vertices, then weld them together. If they won't weld that means there's a polygon hiding in between which prevents them from welding, delete those if that's the case. If neither things work, select the polygon and redo the smoothingroups. If the polygon itself is slightly 'bent' like Legend286 said, you can either straighten it out using the Planar XYZ buttons or if the polygon is angled just go to scale mode (set scaling to 'local') and scale along the local axis to make it planar. Judging by your image I'd say the polygon is not planar, you can clearly see the two vertices in the back are not positioned like the ones in the front. This post is too long.[/QUOTE] Is it objectively wrong to have non-planar polygons in a 3D model? I ask because I'm doing some organic modelling, and their presence has always worried me but I never realised they were an actual "thing". I've also noticed that under extreme circumstances they can result in some dodgy AO bakes, but to me their existence just seemed like something that was unavoidable when making more complex geometric forms.
any tips for modelling weapons?
[QUOTE=DeanWinchester;35202695]Made a second version with more plant life: [img_thumb]http://dl.dropbox.com/u/44918480/Portfolio/render_2.png[/img_thumb][/QUOTE] I got myself a new wally :3
[QUOTE=DeanWinchester;35202695]Made a second version with more plant life: [img_thumb]http://dl.dropbox.com/u/44918480/Portfolio/render_2.png[/img_thumb][/QUOTE] That looks very unrealistic because in real life shadows get soft over a distance.
[QUOTE=Talishmar;35203989]That looks very unrealistic because in real life shadows get soft over a distance.[/QUOTE] still looks sexy as fuck
[QUOTE=DeanWinchester;35202695]Made a second version with more plant life: [img_thumb]http://dl.dropbox.com/u/44918480/Portfolio/render_2.png[/img_thumb][/QUOTE] [t]http://dl.dropbox.com/u/3975474/render_2_out.jpg[/t] I put some post processing on that!
I think the contrast is a little too high personally, but I'm pretty useless when it comes to this stuff.
[QUOTE=~ZOMG;35206408]I think the contrast is a little too high personally, but I'm pretty useless when it comes to this stuff.[/QUOTE] Yeah, it really depends on what kind of feel you're after. There are endless possibilities, this is just one of them.
I haven't added post-processing apart from the sunglare because I'm not done with it, still want to add realistic mountains on the background and maybe some animal life (a few birds on the sky and maybe a rabbit on the grass).
I realise you're all probably sick of seeing this Rifle, but I really want some feedback to get the best quality I can get in terms of textures and normals. [IMG]http://dl.dropbox.com/u/26739117/3d/bipedseason.png[/IMG] [IMG]http://dl.dropbox.com/u/26739117/3d/remington.png[/IMG] These were rendered using metal ray and I'm happy with how the models looking but, and I'm not sure if it's because I've been staring at it all day or not, I still feel it's missing something. I just want to call it done really, and move onto my next project.
I think it's because the texture detail isn't consistent ect...
[QUOTE=Canary;35209159]I think it's because the texture detail isn't consistent ect...[/QUOTE] Well, I was kind of hoping for something a little more in-depth.
You ask for feedback and can't take it.. Fine I think it looks like crap, is that more "in-depth"?
[QUOTE=Canary;35209544]You ask for feedback and can't take it.. Fine I think it looks like crap, is that more "in-depth"?[/QUOTE] Ever heard of constructive criticism? That would be what he's asking for. Not "it sucks" nor simply "the textures aren't consistent etc." Neither of those actually explain anything. And dookster, I don't really have much criticism, I'm still pretty new to 3ds myself.
[QUOTE=dookster;35208213]I realise you're all probably sick of seeing this Rifle, but I really want some feedback to get the best quality I can get in terms of textures and normals. [IMG]http://dl.dropbox.com/u/26739117/3d/bipedseason.png[/IMG] [IMG]http://dl.dropbox.com/u/26739117/3d/remington.png[/IMG] These were rendered using metal ray and I'm happy with how the models looking but, and I'm not sure if it's because I've been staring at it all day or not, I still feel it's missing something. I just want to call it done really, and move onto my next project.[/QUOTE] I dunno how to put this but, in my opinion the green part looks bad, everything else is just great. So you might wanna experiment with some texture details on that, give it some features. [editline]20th March 2012[/editline] Like a grip pattern or something would probably do wonders.
[QUOTE=Canary;35209544]You ask for feedback and can't take it.. Fine I think it looks like crap, is that more "in-depth"?[/QUOTE] Way to be a prick, Canary. "detail isnt consistant etc..." is hardly feedback. Anyway, I think the model is spot on... but I'd really work into the texture a lot more. You should try experimenting with specular maps to add some wear and tear. The scope area could definitely use some more detailing. I also think the general lighting/rendering of the model doesn't really do it any favours, but I've got little to no experience in that area so I'm not really in a position to criticise it too much. It just needs a bit more flare IMO.
EDU license pop up is soooo 2005. Free Student versions available here: [url]http://students.autodesk.com/[/url] Free Autodesk software for unemployed folks here: [url]http://students.autodesk.com/?nd=assistance_landing[/url] It's always the latest version that is available for free and last time I checked they were 3 year licenses so enjoy and learn up. Best mark [QUOTE=nVidia;35197316]Well, the ones i used in school had a pop-up that couldn't be disabled. Not sure about the newer versions though because i haven't used a student edition for a long time.[/QUOTE]
Thanks guys, I'll get working on that tomorrow. Any tips to get the most out of my lighting and Mental Ray?
it looks like the green bit is dirty while everything else is spotless and that looks weird
Yeah, I had trouble finding an effective way of doing it. This is the reference and I was trying to achieve that kind of grain look it has: [IMG]http://dl.dropbox.com/u/26739117/3d/img5822a.jpg[/IMG]
I finally created my first, fully rigged model with IK bone setups in the legs. I feel proud of myself. [IMG]http://dl.dropbox.com/u/12646340/Photos/IKbonesetup.png[/IMG]
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