I think it lacks contrast, the sky would probably be a lot more over exposed and bloomy if you're going for that photoreal look. Some of the shadows could probably be a tiny bit darker too. Nothing you shouldnt be able to sort with a little tinkering in post.
[img_thumb]http://dl.dropbox.com/u/3975474/Drum_0001.jpg[/img_thumb][img_thumb]http://dl.dropbox.com/u/3975474/Drum_0002.jpg[/img_thumb]
[img_thumb]http://dl.dropbox.com/u/3975474/Drum_0000.jpg[/img_thumb][img_thumb]http://dl.dropbox.com/u/3975474/Drum_0003.jpg[/img_thumb]
[img_thumb]http://dl.dropbox.com/u/3975474/Drum_0004.jpg[/img_thumb]
Some marmoset porn.
Also check this out:
[url]http://www.turbosquid.com/FullPreview/Index.cfm/ID/663722[/url]
[QUOTE=Tracker;35382277]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][/QUOTE]
That sidewalk looks like it's a foot tall, which is way too high.
[img_thumb]http://dl.dropbox.com/u/3975474/drum_presentation.jpg[/img_thumb]
Made this for my portfolio. :smile:
Didn't add the low-poly version?
[QUOTE=SweetSwifter;35385080]Didn't add the low-poly version?[/QUOTE]
No, that's just the highpoly presentation. The lowpolies are also in my portfolio now.
Spudex
[img]http://i.imgur.com/AHh6j.png[/img]
I think I like him better as a potato.
skin is not nearly bad enough
[QUOTE=mr apple;35382149]Going right click > Options > Show backface cull will show all flipped polygons by not rendering the other side.[/QUOTE]
and then how do I fix it?
[QUOTE=Errorproxy;35387652]and then how do I fix it?[/QUOTE]
Go into edit poly mode, and then either select the inverted polys by Polygon selection, or if the entire object is inverted, choose the Element selection, then click the "Flip" button
[IMG]http://i59.photobucket.com/albums/g316/dominoegnallange/flipnormal.png[/IMG]
Started working on a pokeball just because I was bored, actually looks pretty good so I might finish it by making the different types and place them on a shelf or something for a final render.
[img]http://dl.dropbox.com/u/44918480/pokeball.png[/img]
Is there a way to have an animation play in more than one viewport in 3ds Max 2011?
[QUOTE=Stinky;35392705]Is there a way to have an animation play in more than one viewport in 3ds Max 2011?[/QUOTE]
afaik there isn't :<
[QUOTE=Domino;35388804]Go into edit poly mode, and then either select the inverted polys by Polygon selection, or if the entire object is inverted, choose the Element selection, then click the "Flip" button
[IMG]http://i59.photobucket.com/albums/g316/dominoegnallange/flipnormal.png[/IMG][/QUOTE]
Cool, thanks.. I don't see any flipped polys.
What should I make next to practice?
[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]
We had to do a similar thing for Finnish Defence Forces. After working on it for few weeks they called it the whole intro project off...
[QUOTE=Stinky;35392705]Is there a way to have an animation play in more than one viewport in 3ds Max 2011?[/QUOTE]
There is. It should be in the viewport settings, to set something like Update Active Viewport only to All Viewports. I know I've managed before, but I can't remember the exact location of where to do this.
Found it. It's in your Time Configuration Panel. In the Playback section, uncheck Active Viewport only.
Guys, I'm having trouble with 3DS Max, and I hope you guys can help me...
So, I have that texture :
[IMG]http://image.noelshack.com/fichiers/2012/14/1333394323-good.png[/IMG]
But, when I open it in 3DS Max...
[IMG]http://image.noelshack.com/fichiers/2012/14/1333394331-NOTGOOD.png[/IMG]
And when I try to render... ( the textures are there, but nearly invisible becose of my lights, and also becose of the white thing... )
[IMG]http://image.noelshack.com/fichiers/2012/14/1333394331-ROFL.png[/IMG]
So, why the hell is that so white ? I tried everything I can, and searched everywhere, seems like nobody has things like that... Maybe 3DS Max is made for racists ?
You have no uvw coordinates on the table.
Wut ? I have edited the uvw for better placement of my texture, but still, it doesn't change anything of the contrast problem...
[QUOTE=Aurorion;35401486]Wut ? I have edited the uvw for better placement of my texture, but still, it doesn't change anything of the contrast problem...[/QUOTE]
Ohh. Okay.
I still haven't learned how to use the UV Mapping, but I'm planning to do it soon, for now, I just want to get the "real" texture. :rolleye:
Anybody got that problem too ?
Anyone know of any decent free medical anatomical models? I know this isn't a request thread, but it seemed most appropriate place to ask. I've found some amazing ones on turbosquid for more money than I'll ever have, but I know sometimes government agencies release models for free (like NASA), and I wondered if there were any research labs that had released free medical anatomical models.
Thanks
[img]http://dl.dropbox.com/u/3975474/dmgd_drums.jpg[/img]
I made some damaged drums using cloth simulation. :v:
Turned out better than I expected.
[QUOTE=nVidia;35409619][img]http://dl.dropbox.com/u/3975474/dmgd_drums.jpg[/img]
I made some damaged drums using cloth simulation. :v:
Turned out better than I expected.[/QUOTE]
Looks awesome! :D
IMO it would make sense to slightly bend the top and bottom as well
nVidia, you inspired me to finish a high-poly barrel model I had laying around. Not nearly as good as yours, but eh, I like how it came out. 512 polys per barrel.
[img]http://i.imgur.com/hWevn.jpg[/img]
[QUOTE=nVidia;35409619][img]http://dl.dropbox.com/u/3975474/dmgd_drums.jpg[/img]
I made some damaged drums using cloth simulation. :v:
Turned out better than I expected.[/QUOTE]
Sexy, would love to know how you achieved that effect with cloth sim. If you wouldnt mind sharing your secrets :D
[QUOTE=SweetSwifter;35411251]nVidia, you inspired me to finish a high-poly barrel model I had laying around. Not nearly as good as yours, but eh, I like how it came out. 512 polys per barrel.
[img]http://i.imgur.com/hWevn.jpg[/img][/QUOTE]
In my opinion, the dirt of the sides is a tad too dark and solid and the top's are a little too clean in comparison to the rest, but other than that, they look really great.
[QUOTE=~ZOMG;35414032]In my opinion, the dirt of the sides is a tad too dark and solid and the top's are a little too clean in comparison to the rest, but other than that, they look really great.[/QUOTE]
Thanks for the feedback. Now that you mention it, you're right, I still need to rust/dirty up the top-side. I'll finish the whole dirty skin, then make a squeaky-clean skin as well. Should be fun.
[IMG]http://i411.photobucket.com/albums/pp196/arleitiss/4ba3080f.jpg[/IMG]
I am just a learner so I have question:
That window there, why does it look like it has a bump map applied?
[QUOTE=arleitiss;35419446][IMG]http://i411.photobucket.com/albums/pp196/arleitiss/4ba3080f.jpg[/IMG]
I am just a learner so I have question:
That window there, why does it look like it has a bump map applied?[/QUOTE]
If you're using mental ray, you need to up the value on the "glossy reflection precision"
Though this will bring the render time up a lot.
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