[QUOTE=mr apple;35369941]Sexy, you should chuck em into marmoset and create pure eyegasm.[/QUOTE]
Actually, I'm working on that. : D
[QUOTE=nVidia;35370210]Actually, I'm working on that. : D[/QUOTE]
Melt modifier! GO
I was trying to make a particle fluid simulation, but this is the best I can do for now :(
Time to go watch some tutorials...
[t]http://puu.sh/ng23[/t]
So no one can help me?..
[img]http://i.imgur.com/SAkCj.png[/img]
For some reason I was curious as to what Abba would look like if each member were a potato.
[QUOTE=Errorproxy;35367006].. and the teacher didn't tell me that. Gaht dang it.
Can I add some of you guys on Steam for questions regarding Max?
[editline]31st March 2012[/editline]
It's so nice of Autodesk to let students get it for free.
So what programs do I/should I get for just modeling, texturing, and animation?[/QUOTE]
Blender is pretty much the best thing ever if you don't want to shell out any cash.
[QUOTE=nVidia;35369771]Speaking of barrels....
I made some additional skins and now i plan on selling them.[/QUOTE]
How do you people make such sexy textures? I'd love to be able to have the time to model and texture, and making realistic textures would definitely be a plus (I'm only ok at mimicking TF2's artstyle).
I had a class assignment to create a fake still frame from some movie credits communicating the a job I would want to do and the genre. I decided to do TECHNO THRILLER
[img]http://dl.dropbox.com/u/3677532/Spy%20Net.jpg[/img]
[QUOTE=Dr. Evilcop;35376385]Blender is pretty much the best thing ever if you don't want to shell out any cash.[/QUOTE]
Well, yeah I know.. but I already have 3DSMax.. so I might as well use it. We're also learning to use it in class.
[QUOTE=TH89;35376729]I had a class assignment to create a fake still frame from some movie credits communicating the a job I would want to do and the genre. I decided to do TECHNO THRILLER
[img]http://dl.dropbox.com/u/3677532/Spy%20Net.jpg[/img][/QUOTE]
Was the misplacement of Greece (don't know about the other two) on purpose?
[img]http://puu.sh/njWF[/img]
And the location of Israel is wrong too :v:
[img]http://i.imgur.com/CAJDS.png[/img]
All of the countries are kind of off.
According to this image Tel Aviv is in the Black Sea and Marakesh is on the northern shores of Spain
It kind of looks like all of the lines were misplaced straight to the north by a glitch or something, it looks like if it was moved to the south it would fit in perfectly
[QUOTE=STeel;35377006]All of the countries are kind of off.
According to this image Tel Aviv is in the Black Sea and Marakesh is on the border between Germany and Poland[/QUOTE]
Your geography is off too, the Marakesh marker is in Spain just above Portugal.
The Greece marker is in Belarus.
Haha fuck you're right. I placed the dots correctly originally, there must have been a texture alignment thing. Everything moved north. I didn't notice that at all :I
[editline]1st April 2012[/editline]
Maybe the CIA's plane-tracking computer isn't calibrated correctly.
[QUOTE=TH89;35376729]I had a class assignment to create a fake still frame from some movie credits communicating the a job I would want to do and the genre. I decided to do TECHNO THRILLER
[img]http://dl.dropbox.com/u/3677532/Spy%20Net.jpg[/img][/QUOTE]
Not bad.
Aside from the glitch.
Can anyone help me out with this? I can't figure out what the hell I'm doing wrong.
I'm following [url=http://www.traptcg.com/volumecausticsin3dstudiomaxflv]this[/url] tutorial on volume caustics. I duplicate everything they do in the video up until the first render. When they render, they get proper caustics and so do I. But the issue is that my water appears red while theirs appears like actual water.
For example: [t]http://i.imgur.com/I5Szn.png[/t]
My material settings for the water: [t]http://i.imgur.com/Dz7p0.png[/t]
The only thing I've changed from the default setting it had for the material was to change the transparency color to a light blue. (Hue 130, sat 60, value 255 if it matters.)
My light settings: [t]http://i.imgur.com/FP9t3.png[/t]
I only expanded the sections I changed parameters in. I changed the multiplier to 2000 and the hotspot/beam to 27 from, I think, 43.0.
I'm sure I'm missing something stupidly obvious but I'm just not at all sure what it is.
This probably sucks.. how do I fix it..
[t]https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-ash4/479255_10150769156363982_561923981_11415258_1642248065_o.jpg[/t]
Those flipping creases, what's up with that.
Hi, I'm new.
and a class tutorial our teacher walked us through
[t]https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-ash4/463412_10150769176843982_561923981_11415352_236317189_o.jpg[/t]
I'm thinking Star Fox has to take down giant space Porygon to save the universe.
[QUOTE=Onyx3173;35377155]My light settings: [t]http://i.imgur.com/FP9t3.png[/t]
I only expanded the sections I changed parameters in. I changed the multiplier to 2000 and the hotspot/beam to 27 from, I think, 43.0.[/QUOTE]
Looks like changing the decay type to inverse square managed to fix it. Could anyone by chance explain why this fixed it?
[QUOTE=Errorproxy;35377497]This probably sucks.. how do I fix it..
Those flipping creases, what's up with that.
Hi, I'm new.[/QUOTE]
Looks like your normals are wonky.
What does that mean.
Some more quick Dexter's Lab stuffs
[img_thumb]http://i.imgur.com/BFKwS.png[/img_thumb]
[img_thumb]http://i.imgur.com/dg4do.png[/img_thumb]
[QUOTE=Errorproxy;35377810]What does that mean.[/QUOTE]
[url]http://en.wikipedia.org/wiki/Normal_(geometry)[/url]
Basically, what the computer considers the "outside" of the polygon(s) is facing the wrong way.
Here's how it looks in Blender -
Good normals:
[t]http://filesmelt.com/dl/good_normal.png[/t]
One bad normal:
[t]http://filesmelt.com/dl/one_bad_normal.png[/t]
A cluster of bad normals:
[t]http://filesmelt.com/dl/bad_normal.png[/t]
Several bad normals:
[t]http://filesmelt.com/dl/many_bad_normals.png[/t]
(Of course, bad normals look different in each program). In Blender it is possible to "recalculate" or manually change the directions of normals. You'd have to look up how to do it in Max.
in 3ds max, i think the "flip" button in your face tab does the job
I'm pretty sure Max has an option to view normal directions similar to Blender, like this:
[t]http://filesmelt.com/dl/normal_direction.png[/t]
[QUOTE=Juniez;35378870]in 3ds max, i think the "flip" button in your face tab does the job[/QUOTE]
Teacher showed me that, but it didn't work at the time. I'll try it again.
[QUOTE=DeanWinchester;35377039]Your geography is off too, the Marakesh marker is in Spain just above Portugal.
The Greece marker is in Belarus.[/QUOTE]
For whatever reason I first thought it was supposed to be where the plane marker is and only later realized I'm wrong
Fractals up in this bitch. Pardon the lag it may cause.
[QUOTE][IMG]http://www.abload.de/img/11fkb2v.png[/IMG][IMG]http://www.abload.de/img/cubed6ba62.png[/IMG]
[IMG]http://www.abload.de/img/fracturedfractalcopybgyga.png[/IMG][IMG]http://www.abload.de/img/t1copyq6xov.png[/IMG]
[IMG]http://www.abload.de/img/uds42x0w.png[/IMG][IMG]http://www.abload.de/img/10kaapq.png[/IMG]
[IMG]http://www.abload.de/img/dfasdgheacmab8.png[/IMG][/QUOTE]
Do some space stuff, man.
[QUOTE=Errorproxy;35379623]Teacher showed me that, but it didn't work at the time. I'll try it again.[/QUOTE]
Going right click > Options > Show backface cull will show all flipped polygons by not rendering the other side.
I'm in the middle of working on an exterior scene, I know the roof looks a bit funny but I'm not entirely sure how to go about fixing it.
[img]http://u.filepak.com/WpZB_ren4_p.jpg[/img]
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