• Digital 3D Art v9
    6,260 replies, posted
[QUOTE=Dr. Evilcop;35571366]Trying to find how to do that "ambient occlusion" texture render within Blender. I'm fairly certain I've seen someone do it before with Blender.[/QUOTE] Do you mean this? [img_thumb]http://dl.dropbox.com/u/44918480/AO_BAKING.png[/img_thumb]
Here's my version of the mongolian Eeshton posted (We're working on a game, you see) [IMG]http://i42.tinypic.com/4jkh9x.png[/IMG]
[QUOTE=ChestyMcGee;35571485]it looks like it was made to deliberately cartoony proportions (short length, really wide barrel etc)[/QUOTE] For TF2. I did the job right :V
[QUOTE=Eric95;35572369]Here's my version of the mongolian Eeshton posted (We're working on a game, you see) [IMG]http://i42.tinypic.com/4jkh9x.png[/IMG][/QUOTE] Unfortunately you could do way more with the silhouette. As the silhouette right now looks a little boring :(
[IMG]http://i.imgur.com/8DM7G.png[/IMG] AO + Base Colors (Somewhat). It seems they want his over mine, so it probably won't be finished, but thank god for this practice, I learn how to properly make a face (well, I now know how to make a something similar to a face :V)
[img]http://dl.dropbox.com/u/1157653/tunel.png[/img] going to attempt an environment.
[QUOTE=DeanWinchester;35572303]Do you mean this? [img_thumb]http://dl.dropbox.com/u/44918480/AO_BAKING.png[/img_thumb][/QUOTE] Yes! How do I do that?
Are you going for a poly limit? Those little indentations in the floor could be smoothed out more, even if they are straight, they could use some smoothing that fits them better. [editline]15th April 2012[/editline] [QUOTE=Dr. Evilcop;35575658]Yes! How do I do that?[/QUOTE] Once you have a UV map, you save the image and then load it as applied to the model, navigate to the "Render" toolbar, and go all the way to the right and find a closed tab named "Bake", these are what I used to bake: [IMG]http://i.imgur.com/eFB1a.png[/IMG] There are many ways to change how good the quality of the bake is, and you can look those up via google, but the most drastic change would have to be "Normalized" (makes it brighter instead of really dark) and increasing the sample count, which is not located near the Bake panel, but instead navigate to the "World" toolbar tab, and find this: [IMG]http://i.imgur.com/yy1c5.png[/IMG] Make sure it's enabled. Go right of that and you'll see this: [IMG]http://i.imgur.com/CPfYF.png[/IMG] Default samples is 5, for best quality go up to 32, it will dramatically decrease the speed of the bake and (on my computer) overall computer speed. I do believe Blender's samples is a lot lower than that of others, I think 3ds Max goes up to 128 samples. Not sure. Well, I hope this helped.
[url=http://img21.imageshack.us/img21/8048/aliensmartrender.jpg][img]http://img803.imageshack.us/img803/6720/aliensmartrenderthb.jpg[/img][/url] Made a classic alien head 'cus I'm bored.
[thumb]http://dl.dropbox.com/u/10565588/Pictures/whatgives.png[/thumb] Can somebody tell me why this is happening?
So I started modelling my room: [img]http://puu.sh/psE9[/img] [img]http://puu.sh/psPo[/img] [img]http://puu.sh/psJ0[/img] It's good practice for me, especially since the room is no ordinary box room. Everything is currently to scale, but I will be detailing things more after a while.
[QUOTE=paul simon;35581823]So I started modelling my room: [img]http://puu.sh/psE9[/img] [img]http://puu.sh/psPo[/img] [img]http://puu.sh/psJ0[/img] It's good practice for me, especially since the room is no ordinary box room. Everything is currently to scale, but I will be detailing things more after a while.[/QUOTE] When you finish this you should fill it full of bodily fluid with realflow.
[QUOTE=paul simon;35581823]So I started modelling my room: It's good practice for me, especially since the room is no ordinary box room. Everything is currently to scale, but I will be detailing things more after a while.[/QUOTE] I would hate to be in a slanted room. It looks like your parents stuffed you into the attic.
[QUOTE=ZombieDawgs;35581653][thumb]http://dl.dropbox.com/u/10565588/Pictures/whatgives.png[/thumb] Can somebody tell me why this is happening?[/QUOTE] What editor?
[QUOTE=Dr. Evilcop;35584548]I would hate to be in a slanted room. It looks like your parents stuffed you into the attic.[/QUOTE] This room is bigger than it seems in the renders. It's actually the biggest room I've ever had. It's very spacey.
[QUOTE=Dippeggs;35584688]What editor?[/QUOTE] My bad, Maya 2011 64 bit
[QUOTE=Legend286;35584517]When you finish this you should fill it full of bodily fluid with realflow.[/QUOTE] Guess it's about time I post this: [img]http://dl.dropbox.com/u/8478604/Render/I%20came.png[/img] :v: [editline]16th April 2012[/editline] Also, made my monitor: [img]http://puu.sh/pOJd[/img]
Hey, with the Cloth modifier in 3ds Max, how would I go about making it so that the cloth is stretched between some nodes. At the moment, the original mesh is basically a triangle between three points which I then subdivided. I want to make it so that the cloth has alot of tension in it, hopefully so it kind of curves inwards during the simulation, at the moment it just kinda sags down. I was thinking I could start with a smaller cloth and then animate the nodes out to their final points, but I only want this to be a local simulation, any other ideas?
[QUOTE=paul simon;35586541]Guess it's about time I post this: [img]http://dl.dropbox.com/u/8478604/Render/I%20came.png[/img] :v: [editline]16th April 2012[/editline] Also, made my monitor: [img]http://puu.sh/pOJd[/img][/QUOTE] Edit that monitor capture in Photoshop to have a hall of mirrors effect.
[url=http://evil-policeman.deviantart.com/]New TARDIS![/url] [url=http://evil-policeman.deviantart.com/art/Type-40-TARDIS-Revision-2-296346186][t]http://fc07.deviantart.net/fs71/f/2012/106/8/6/type_40_tardis_revision_2_by_evil_policeman-d4wfq6i.png[/t][/url] I'm working on making the bigger on the inside interior. [url=http://evil-policeman.deviantart.com/art/TARDIS-Old-and-New-Wireframe-296345379][t]http://fc08.deviantart.net/fs70/f/2012/106/e/d/tardis_old_and_new_wireframe_by_evil_policeman-d4wfpk3.png[/t][/url] That's the old one on the right. Ugly, ugly topology.
Usually and I think even in the actual show, there's two different scenes either rendered or live-action, sometimes one is rendered and the other, live action. But you just cut out the inside of the TARDIS and place the new inside under what's left.
[QUOTE=Tracker;35588742]Usually and I think even in the actual show, there's two different scenes either rendered or live-action, sometimes one is rendered and the other, live action. But you just cut out the inside of the TARDIS and place the new inside under what's left.[/QUOTE] No need! All I've got to do is have the interior on a separate scene, and then use an alpha channel in the door way. With compositing, the interior will only be visible through the doorway. If I parent the interior to the TARDIS, it'll go together in animations as well.
[QUOTE=Dr. Evilcop;35588431][url=http://evil-policeman.deviantart.com/]New TARDIS![/url] [url=http://evil-policeman.deviantart.com/art/Type-40-TARDIS-Revision-2-296346186][t]http://fc07.deviantart.net/fs71/f/2012/106/8/6/type_40_tardis_revision_2_by_evil_policeman-d4wfq6i.png[/t][/url] I'm working on making the bigger on the inside interior. [url=http://evil-policeman.deviantart.com/art/TARDIS-Old-and-New-Wireframe-296345379][t]http://fc08.deviantart.net/fs70/f/2012/106/e/d/tardis_old_and_new_wireframe_by_evil_policeman-d4wfpk3.png[/t][/url] That's the old one on the right. Ugly, ugly topology.[/QUOTE] Never render with a black background and fix the shadeing. Other than that it's awesome!
[QUOTE=Quinnjdq;35589038]Never render with a black background and fix the shadeing. Other than that it's awesome![/QUOTE] [t]http://filesmelt.com/dl/TardisType40Rev2_ren2.png[/t] I don't think I'm doing this right.
[QUOTE=Dr. Evilcop;35589296][t]http://filesmelt.com/dl/TardisType40Rev2_ren2.png[/t] I don't think I'm doing this right.[/QUOTE] That would look fantastic with a quick AO render. And you are doing it perfectly! (Place a skylight 'lighting>standard>skylight' and then press f9, go to advanced lighting and set it to light tracer.)
[QUOTE=Quinnjdq;35589949]That would look fantastic with a quick AO render. And you are doing it perfectly! (Place a skylight 'lighting>standard>skylight' and then press f9, go to advanced lighting and set it to light tracer.)[/QUOTE] I'm actually gonna try Cycles here in a moment.
[QUOTE=ZombieDawgs;35585330]My bad, Maya 2011 64 bit[/QUOTE] woodly woodly woo
[QUOTE=ZombieDawgs;35590723]woodly woodly woo[/QUOTE] Oh yeah. I've never used Maya, but are you using the PSD as the texture? I think you used the Cloud effect and it didn't properly come into Maya.
[t]http://fc06.deviantart.net/fs71/f/2012/107/f/a/type_40_tardis_revision_2_by_evil_policeman-d4wfq6i.png[/t] Took a long time to render, but oh well.
[QUOTE=Eeshton;35575665]Are you going for a poly limit? Those little indentations in the floor could be smoothed out more, even if they are straight, they could use some smoothing that fits them better. [editline]15th April 2012[/editline] Once you have a UV map, you save the image and then load it as applied to the model, navigate to the "Render" toolbar, and go all the way to the right and find a closed tab named "Bake", these are what I used to bake: [IMG]http://i.imgur.com/eFB1a.png[/IMG] There are many ways to change how good the quality of the bake is, and you can look those up via google, but the most drastic change would have to be "Normalized" (makes it brighter instead of really dark) and increasing the sample count, which is not located near the Bake panel, but instead navigate to the "World" toolbar tab, and find this: [IMG]http://i.imgur.com/yy1c5.png[/IMG] Make sure it's enabled. Go right of that and you'll see this: [IMG]http://i.imgur.com/CPfYF.png[/IMG] Default samples is 5, for best quality go up to 32, it will dramatically decrease the speed of the bake and (on my computer) overall computer speed. I do believe Blender's samples is a lot lower than that of others, I think 3ds Max goes up to 128 samples. Not sure. Well, I hope this helped.[/QUOTE] In addition to this, if you add a subsurf modifier to the object you want to bake the ambient occlusion from, set the level of rendering subdivision you want and uncheck "subdivide UVs" on the subsurf settings, the baked map will be smoother (hard edges are not noticeable anymore)
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