• Digital 3D Art v9
    6,260 replies, posted
[QUOTE=ben_lind;35224732]Nice image but how is the branches being see through the compositors fault?[/QUOTE] The field, rocks and trees are on the same render layer and the compositor is using the alpha mask of that render layer to simulate the light scattering on the mountains, because I forgot to move the main tree that is "sticking out" of the mountains it's applying the same effect to the tree, therefore showing the background sky behind the small branches. So yeah, it's actually my fault because I forgot to move the tree to another render layer :v:
How do I turn off animation interpretation? I want to make a really stiff door opening animation but the animation keeps merging with other parts.
[QUOTE=DeanWinchester;35224186]Damn blender compositor made the smaller branches slightly see-through but I kinda like the fantasy feeling it gave to the tree: [img_thumb]http://dl.dropbox.com/u/44918480/Portfolio/render_5.png[/img_thumb][/QUOTE] I think this is pretty cool-looking, I think the far away mountains should have [i]some[/i] detail though, instead of just black with a glowy outline.
They will, haven't gotten around to learning how to make realistic mountains yet, but soon
[QUOTE=Quinnjdq;35225409]How do I turn off animation interpretation? I want to make a really stiff door opening animation but the animation keeps merging with other parts.[/QUOTE] Not sure what you mean about merging, but I'm sure whatever program you're using has a curves editor to edit animation.
Anyone know some good rock making tutorials (for maya) ?
Still Toying around, don't really know what to do. Made an incrediblyunrealistic hollow-point :v: [img]http://i454.photobucket.com/albums/qq270/Fan-Fanatic/3D/render.png[/img] [editline]21st March 2012[/editline] I think i'm slowly getting it :v: [img]http://i454.photobucket.com/albums/qq270/Fan-Fanatic/3D/bowl.png[/img]
Sorry I was a bit vague. I am working on a door animation were a part slides out, turns, then slides back in but the sliding and turning are trying to compensate with each other so its turning while pulling out. I am using 3ds max and aside from some elementary stuff I know nothing about animation.
I think I understand what you mean...I use Maya, but for animating complex movements like that I've found the easiest way to do it is by using a group hierarchy. So take your object, and group it to itself. Name that group Translate. Then select that group and group it again and call it Rotate. Now if you key the translation of the translate group, and rotation of the rotate group... they should work in sync. So your outliner would look like this; - Random shit + Rotate ......+Translate ..............- Object - Random shit Not sure how much it'll help you. As an example for where I used it, I had to animate a UFO. So in my first group I animated it revolving 360 on the spot, then in the second group I animated the translation of it, then in a final group I animated banks on the corners. That way it stayed constantly spinning, along the path, whilst still banking properly. I hope that helps, sorry if it's totally unrelated. EDIT: Also, general tip for animating... don't key all attributes. In Maya, you can move an object and hit S and it'll key everything (translate, rotate, scale, visibility etc etc). You end up with a lot of useless keys on your timeline and graph editor, in Maya you can use a shortcut Shift+W to key the translate, Shift+E for rotate, and SHift+R fir scale. Keeps it neater. So only key the translate on your translate group etc.
[QUOTE=Quinnjdq;35231917]Sorry I was a bit vague. I am working on a door animation were a part slides out, turns, then slides back in but the sliding and turning are trying to compensate with each other so its turning while pulling out. I am using 3ds max and aside from some elementary stuff I know nothing about animation.[/QUOTE] I might be able to help you.. Would be much appreciated if you would manage to upload a viewportgrab onto youtube or something. Or save the selected parts and PM me :) I'm no master, but I could check? [b][Edited][/b] I see Scotchair gave some interesting advice, if you still don't manage, you could PM me :)
Can anyone of you masters give me some advice on what to model/inspiration for a beginner/intermediate 3D modeler ?
[QUOTE=Fan-Fanatic;35234153]Can anyone of you masters give me some advice on what to model/inspiration for a beginner/intermediate 3D modeler ?[/QUOTE] I aint no master but weapons are generally regarded as the best way to practice modelling.
[img]http://i.imgur.com/jVjpW.png[/img] Made this today, first time actually coming this far with a model, I'm pretty proud :D If I only knew how to unwrap, so I could texture :( [editline]21st March 2012[/editline] By the way, does anyone know how to make the grip rounded in a more efficient way? Bevel fucks up some times :/
[QUOTE=KillerTele;35234337][img]http://i.imgur.com/jVjpW.png[/img] Made this today, first time actually coming this far with a model, I'm pretty proud :D If I only knew how to unwrap, so I could texture :( [editline]21st March 2012[/editline] By the way, does anyone know how to make the grip rounded in a more efficient way? Bevel fucks up some times :/[/QUOTE] Shouldnt the ammo thing on the shoulder thing be on the other side considering most people have the trigger in their right hand? Just wondering.
[QUOTE=Lazore;35234668]Shouldnt the ammo thing on the shoulder thing be on the other side considering most people have the trigger in their right hand? Just wondering.[/QUOTE] If it was on the other side, wouldn't your whole arm be against it?
[QUOTE=Lazore;35234668]Shouldnt the ammo thing on the shoulder thing be on the other side considering most people have the trigger in their right hand? Just wondering.[/QUOTE] Lefty? [QUOTE=KillerTele;35234859]If it was on the other side, wouldn't your whole arm be against it?[/QUOTE] I've tried a softgun shotgun where there was cartridges on the right side of the stock. Worked like a charm.
[QUOTE=Domino;35234917]Lefty?[/QUOTE] Well no
[QUOTE=KillerTele;35234337][img]http://i.imgur.com/jVjpW.png[/img] Made this today, first time actually coming this far with a model, I'm pretty proud :D If I only knew how to unwrap, so I could texture :( [editline]21st March 2012[/editline] By the way, does anyone know how to make the grip rounded in a more efficient way? Bevel fucks up some times :/[/QUOTE] It's very thick, like the handle and the trigger guard, it makes it look like a nerf gun.
also it's yellow and red
[QUOTE=nVidia;35235078]It's very thick, like the handle and the trigger guard, it makes it look like a nerf gun.[/QUOTE] True, I'll try to fix it :v: [QUOTE=Juniez;35235159]also it's yellow and red[/QUOTE] indeed.
[QUOTE=KillerTele;35234337][img]http://i.imgur.com/jVjpW.png[/img] Made this today, first time actually coming this far with a model, I'm pretty proud :D If I only knew how to unwrap, so I could texture :( [editline]21st March 2012[/editline] By the way, does anyone know how to make the grip rounded in a more efficient way? Bevel fucks up some times :/[/QUOTE] It would be impossible to hold that gun, it's too thick and the thumb should be able to come around the top of the stock.
I'm sculpting a character, it's going quite well [img]http://i.imgur.com/6pig0.jpg[/img]
[img]http://i.imgur.com/zgRjM.png[/img] Doing some Sub-D modelling practice. I managed to fuck up already though. The extruded panels aren't properly round.
[img]http://filesmelt.com/dl/slaad16.png[/img] [img]http://filesmelt.com/dl/slaad27.png[/img] gonna detail the arms, then the back, then i'll go and finally start working on the pants! i'll leave the boots for last!
[QUOTE=PLing;35242997]It would be impossible to hold that gun, it's too thick and the thumb should be able to come around the top of the stock.[/QUOTE] Yes I noticed, so I redid it. [img]http://i.imgur.com/MBgW8.png[/img]
Finished the week 4 tutorial of the nature academy, here it goes: [img_thumb]http://dl.dropbox.com/u/44918480/Portfolio/forest_scene_final.png[/img_thumb]
[QUOTE=MenteR;35247188][img]http://filesmelt.com/dl/slaad16.png[/img] [img]http://filesmelt.com/dl/slaad27.png[/img] gonna detail the arms, then the back, then i'll go and finally start working on the pants! i'll leave the boots for last![/QUOTE] Something tells me he's a Synthol abuser...
[QUOTE=MenteR;35247188][img]http://filesmelt.com/dl/slaad16.png[/img] [img]http://filesmelt.com/dl/slaad27.png[/img] gonna detail the arms, then the back, then i'll go and finally start working on the pants! i'll leave the boots for last![/QUOTE] The only thing that bugs me a little is that his abs look like they are sagging a bit. Other than that nice!
[QUOTE=DeanWinchester;35248010]Finished the week 4 tutorial of the nature academy, here it goes: [img_thumb]http://dl.dropbox.com/u/44918480/Portfolio/forest_scene_final.png[/img_thumb][/QUOTE] The outcome looks great, but.. There seem to be some awful blur on most of the leaves :<
CS6 Beta 3D text. Top one is grainy because I didn't let it render for a long time. [IMG]http://i.imgur.com/MGtol.png[/IMG] [img]http://i.imgur.com/KuJtz.png[/img]
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