[QUOTE=Dr. Evilcop;35590863][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]
Really hate to point out small details but the grateing on the windows are not wood but rather stickers of a sort. As you can see here.
[IMG]http://upload.wikimedia.org/wikipedia/commons/8/8f/TARDIS1.jpg[/IMG]
Looks stellar by the way!
got bored of animating last night and decided to waste an hour making stupid faces with my character instead of going to bed.
don't do drugs kids:
[IMG]http://i.imgur.com/ZpJzOl.jpg[/IMG]
[IMG]http://i.imgur.com/CaoF3l.jpg[/IMG]
[IMG]http://i.imgur.com/zo108l.jpg[/IMG]
[IMG]http://i.imgur.com/9txltl.jpg[/IMG]
[IMG]http://i.imgur.com/7Nljjl.jpg[/IMG]
Can anyone help my friend out? He's rendering his sword in Marmoset but having problems. his description of the problem:
"Anyone got any idea why my sword renders in Marmoset come out like this? Their coming out extremely dark, this shot is with the light on x5 it's normal setting"
And the render:
[IMG]https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-snc7/457901_10150631042035966_640660965_9271876_1951391926_o.jpg[/IMG]
Might aswell post this here, experimenting with Turbulence FD in Cinema4D.
Going to put this into real practice with a shuttle launch in the near future.
[video=youtube;rmBUXVgkaEk]http://www.youtube.com/watch?v=rmBUXVgkaEk[/video]
[QUOTE=dookster;35597192]Can anyone help my friend out? He's rendering his sword in Marmoset but having problems. his description of the problem:
"Anyone got any idea why my sword renders in Marmoset come out like this? Their coming out extremely dark, this shot is with the light on x5 it's normal setting"
[/QUOTE]
Might be a texture gamma issue but unlikely. Has he tested viewing it without any textures?
Because it looks like some texture is affecting a bit too much since it's very light on some parts and dark on others.
Testing more advanced smoke with camera tracking.
If anyone has a shuttle or rocket I can use in an upcoming test, please let me know :)
[video=youtube;LLKvfcCWE_s]http://www.youtube.com/watch?v=LLKvfcCWE_s[/video]
If it's camera tracked it might be more interesting to comp it on top of the footage.
[hd]http://www.youtube.com/watch?v=kYlVpjbtasA[/hd]
I tried to make a slow motion drop with the new speed settings.
Results of that M1 garand I posted earlier:
[img]http://dl.dropbox.com/u/24325816/TF2/Models/m1-3.png[/img]
I think you would benefit from more polies on the grip area where it has that silhouette
You might also want to post wires if you want hints of poly distribution.
Working on a high-poly shipping container, for normal baking purposes. I may have to scrap parts of it though, because it doesn't have any sort of inside, and I may want to make an open version, and one that has doors on either side.
[IMG]http://i.imgur.com/1igUC.jpg[/IMG]
Does anyone know what's happening here? I'm trying to import a Skinned character into another Max file by exporting it as an FBX. When I import it though it's fucking massive and it's Bones are all selected but can't be unselected.
[IMG]http://dl.dropbox.com/u/64078845/hek.png[/IMG]
Am I doing something wrong or is there a btter way of importing the character? Reskinning is out of the question I'm afraid.
[B]EDIT[/B]
Never mind, figured it out. I was importing it as a dummy object and the height and width was being locked.
[B]EDIT[/B]
Fuck, no I haven't. Can someone tell me how to import a mesh along with the Biped it's skinned to properly?
[B]EDIT[/B]
Oop, no I have fixed it. Forgot I could merge two files together :v:
my houndeye
[img]http://filesmelt.com/dl/heye4.png[/img]
[img]http://filesmelt.com/dl/heye31.png[/img]
boom
[img]http://filesmelt.com/dl/heye11.png[/img]
The eyes look like grapes, there isn't enough "shine" on it for eyes.
[QUOTE=The freeman;35629634]The eyes look like grapes, there isn't enough "shine" on it for eyes.[/QUOTE]
It's a zbrush grab, not game res or with correct materials.
The most tactical weapon known to man.
[img_thumb]http://i.imgur.com/HsJH1.jpg[/img_thumb]
my friend asked me to post this, he's making a pocketwatch (the blue part is the clock itself)
[IMG]http://dl.dropbox.com/u/15190365/pocket_watch.png[/IMG][IMG]http://dl.dropbox.com/u/15190365/pocekt_watch_3.png[/IMG]
[QUOTE=Haxxer;35633257]my friend asked me to post this, he's making a pocketwatch (the blue part is the clock itself)
[IMG]http://dl.dropbox.com/u/15190365/pocket_watch.png[/IMG][IMG]http://dl.dropbox.com/u/15190365/pocekt_watch_3.png[/IMG][/QUOTE]
I want one.
He actually has a physical one, it's pretty cool (wind up, not battery)
[QUOTE=Frisk;35631083]The most tactical weapon known to man.
[img_thumb]http://i.imgur.com/HsJH1.jpg[/img_thumb][/QUOTE]
come at me
[img]http://www.gamerdna.com/uimage/full/sniper-crowbar.jpg[/img]
[QUOTE=SweetSwifter;35619319]Working on a high-poly shipping container, for normal baking purposes. I may have to scrap parts of it though, because it doesn't have any sort of inside, and I may want to make an open version, and one that has doors on either side.
[IMG]http://i.imgur.com/1igUC.jpg[/IMG][/QUOTE]
First thing I thought of was the Jurassic Park intro.
[QUOTE=kaine123;35639324]First thing I thought of was the Jurassic Park intro.[/QUOTE]
... it's just a shipping container. the raptors weren't even in a shipping container
[IMG]http://dl.dropbox.com/u/3975474/bowl_test%20%2800000%29.jpg[/IMG]
I haven't posted for a while so I thought you guys would like to see my first realflow wetmap experiment. I must say it's pretty sweet.
I am trying to practice high poly modeling with my new pc.
[IMG]http://dl.dropbox.com/u/43356210/recordplayer.png[/IMG]
I am very new to high poly so this is going to be fun.
[IMG]http://dl.dropbox.com/u/43356210/headphones.png[/IMG]
These turned out like shit and I really want to redo them, properly.
for high poly you sure do have a lot of jagged edges
[QUOTE=DOG-GY;35645200]for high poly you sure do have a lot of jagged edges[/QUOTE]
Very new to high poly, some tendency from modeling for games still persist. I will try my best to fix it.
But why aren't they smoothed at all?
I'd take a look at this [url]http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/an-introduction-to-subdivision-high-poly-modeling-tools-and-techniques/[/url]
Hi, here is a model i worked on for some weeks. It's not don yet but this is how far i am at the moment.
[IMG]http://img826.imageshack.us/img826/3431/pikeman.jpg[/IMG]
I've started rereading my old Spawn Comics. Got inspired and made this head in Zbrush:
[url=http://img546.imageshack.us/img546/8498/spawnrender.jpg][img]http://img829.imageshack.us/img829/9046/spawnrenderthb.jpg[/img][/url]
It's pretty plain and simple. Could use a lot of cloth folds and whatnot. Will perhaps update it later.
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