[t]http://dl.dropbox.com/u/1157653/bednormalproblem.png[/t]
Can anyone help me with this? when I bake normal maps in one smoothing group, these weird things appear in the normal map where the triangles are. This only happens with one smoothing group and not with individual smoothing group stuff.
[QUOTE=Juniez;35706573][t]http://dl.dropbox.com/u/1157653/bednormalproblem.png[/t]
Can anyone help me with this? when I bake normal maps in one smoothing group, these weird things appear in the normal map where the triangles are. This only happens with one smoothing group and not with individual smoothing group stuff.[/QUOTE]
This happens a lot with me, specially when baking AO maps.
I don't know how to fix it, I hope someone knows a solution.
you should be baking with a low poly set up with proper smoothing groups as well as a cage with 1 smoothing group.
are you exploding your model?
putting smoothing groups myself leaves gaps in the ray searches and putting 1 smoothing group on the cage didn't change the gap issue. (unless this isn't an issue)
no, I thought the cage was tight enough to not warrant one. Is that the problem?
[QUOTE=DOG-GY;35705595]any good tutorials for using that?[/QUOTE]
Their site is full of them.
[url]http://www.craftanimations.com/gallery/videos/tutorials[/url]
[QUOTE=Juniez;35707326]putting smoothing groups myself leaves gaps in the ray searches and putting 1 smoothing group on the cage didn't change the gap issue. (unless this isn't an issue)
no, I thought the cage was tight enough to not warrant one. Is that the problem?[/QUOTE]
It could be a problem with not exploding, bad uvs, or improper cage setup.
If you are getting gaps in your ray searches when you put on smoothing groups then you don't have a proper cage set up. What are you baking with?
I tried it with 3ds max / xnormal / polybump
Sorry for the lack of updates these days lads, the film is due in 6 days so we're running around trying to get it wrapped up.
Here's a still, this is the point the two clones first see each other. Ignore the HORRID jpeg compression.
If anybody is nearby, it'll be on show at the DJCAD Degree show in Dundee form the 18th of May.
[IMG]http://www.freeimagehosting.net/newuploads/4nipi.jpg[/IMG]
[IMG]http://www.freeimagehosting.net/newuploads/x56vz.jpg[/IMG]
That looks brilliant!
Did you make it all by yourself?
Thanks man :)
Me and 2 other guys primarily. I'm the director and lead VFX/Compositor, but I also modelled and textured the character.
The other two done modelling, texturing, lighting and rendering. We all split the animation.
We outsourced some stuff to friends and fellow students as well though, the rig was done by my mate from Double Negative... and the sound design is being done by a guy from Ruffian Games.
Unfortunately I won't be able to upload it when it's finished, as we want to enter it into some festivals. I might be able to put a passworded version on Vimeo or something for you guys, but I was hoping to make a big thread in GD with all the concept art, blog posts, making of etc.
[editline]25th April 2012[/editline]
Also I'm just putting the final cut together and we are 5 minutes on the dot. The minimum for the course is 30 seconds, and the average is about 2.5 minutes.
We started production 3 months before the other groups because we knew how hard it would be, and we worked through Xmas and everything. Now the rest are all running around like headless chickens still animating and we're doing the final edit... bliss.
[QUOTE=Scotchair;35713074]Thanks man :)
Me and 2 other guys primarily. I'm the director and lead VFX/Compositor, but I also modelled and textured the character.
The other two done modelling, texturing, lighting and rendering. We all split the animation.
We outsourced some stuff to friends and fellow students as well though, the rig was done by my mate from Double Negative... and the sound design is being done by a guy from Ruffian Games.
Unfortunately I won't be able to upload it when it's finished, as we want to enter it into some festivals. I might be able to put a passworded version on Vimeo or something for you guys, but I was hoping to make a big thread in GD with all the concept art, blog posts, making of etc.
[editline]25th April 2012[/editline]
Also I'm just putting the final cut together and we are 5 minutes on the dot. The minimum for the course is 30 seconds, and the average is about 2.5 minutes.
We started production 3 months before the other groups because we knew how hard it would be, and we worked through Xmas and everything. Now the rest are all running around like headless chickens still animating and we're doing the final edit... bliss.[/QUOTE]
That's awesome work for such a small team. I can't wait for the finished video.
[QUOTE=Scotchair;35713074]Thanks man :)
Me and 2 other guys primarily. I'm the director and lead VFX/Compositor, but I also modelled and textured the character.
The other two done modelling, texturing, lighting and rendering. We all split the animation.
We outsourced some stuff to friends and fellow students as well though, the rig was done by my mate from Double Negative... and the sound design is being done by a guy from Ruffian Games.
Unfortunately I won't be able to upload it when it's finished, as we want to enter it into some festivals. I might be able to put a passworded version on Vimeo or something for you guys, but I was hoping to make a big thread in GD with all the concept art, blog posts, making of etc.
[editline]25th April 2012[/editline]
Also I'm just putting the final cut together and we are 5 minutes on the dot. The minimum for the course is 30 seconds, and the average is about 2.5 minutes.
We started production 3 months before the other groups because we knew how hard it would be, and we worked through Xmas and everything. Now the rest are all running around like headless chickens still animating and we're doing the final edit... bliss.[/QUOTE]
Can't wait for when you can upload it. I'd come see it if Dundee had accepted me last year, but unfortunately they didn't :v: I could suggest it to some of my friends at Dundee Uni and DJCAD though, to go see it.
Here is one I did a while ago in blender.
[IMG]http://blenderartists.org/forum/attachment.php?attachmentid=135981&d=1302396266[/IMG]
I like it.
[img]http://dl.dropbox.com/u/1157653/battlerifle.png[/img]
[img]http://dl.dropbox.com/u/1157653/battlerifle2.png[/img]
facepunch was down yesterday
those screws.. make them go inwards a bit, it would be hell holding it this way
[QUOTE=nVidia;35705255]It's all physics simulated with craft director, like it says in the video description:
"Craft director plugin is pretty awesome, this scene is animated just by smashing buttons on my
Xbox 360 controller. Maybe i'll render this with vray and also put some fumefx there."[/QUOTE]
I've made something similar with those two plugins
[media]http://www.youtube.com/watch?v=_X6YbKP17I8[/media]
Teapot is just a filler.
[URL=http://minus.com/lVZW3H5SBJy6t][IMG]http://i.minus.com/jVZW3H5SBJy6t.jpg[/IMG][/URL]
[QUOTE=Dolton;35719935]Teapot is just a filler.
[URL=http://minus.com/lVZW3H5SBJy6t][IMG]http://i.minus.com/jVZW3H5SBJy6t.jpg[/IMG][/URL][/QUOTE]
There seem to be something wrong with your smoothing-groups, blocky edges on the table and the angle in the metal on the chairs.
[QUOTE=Domino;35720370]There seem to be something wrong with your smoothing-groups, blocky edges on the table and the angle in the metal on the chairs.[/QUOTE]
I know but I can't figure out why they are. Still pretty new to 3ds max.
Here is the problem, in shaded view the chair frame still looks unsmoothed an low poly however the mesh wire frame is smooth an high poly. I have tried resetting the smoothing groups, autosmooth, etc but it still renders as really low poly, even though the wire frame says otherwise.
[t]http://i.minus.com/joDiVPStODFL1.png[/t]
[t]http://i.minus.com/jenFRmxwZmNjG.png[/t]
[QUOTE=Domino;35720370]There seem to be something wrong with your smoothing-groups, blocky edges on the table and the angle in the metal on the chairs.[/QUOTE]
Also is the camera ortographic?
[QUOTE=ben_lind;35724260]Also is the camera ortographic?[/QUOTE]
Looks like it, nothing wrong with using orthographic though.
[QUOTE=alien_guy;35725124]Looks like it, nothing wrong with using orthographic though.[/QUOTE]
Well it makes everything perspectiveless, which looks pretty bad for rendering realistic stuff.
[QUOTE=cocknugget;35719506]those screws.. make them go inwards a bit, it would be hell holding it this way[/QUOTE]
I'll just move it up so it doesn't get in your hands way
[QUOTE=Dolton;35723782]I know but I can't figure out why they are. Still pretty new to 3ds max.
Here is the problem, in shaded view the chair frame still looks unsmoothed an low poly however the mesh wire frame is smooth an high poly. I have tried resetting the smoothing groups, autosmooth, etc but it still renders as really low poly, even though the wire frame says otherwise.
[t]http://i.minus.com/joDiVPStODFL1.png[/t]
[t]http://i.minus.com/jenFRmxwZmNjG.png[/t][/QUOTE]
You should try to delete your tessellation modifier.. Tessellation in max = Bad unless you'r using some sort of displacement map.
THEN ad a meshsmooth modifier.
[QUOTE=alien_guy;35725124]Looks like it, nothing wrong with using orthographic though.[/QUOTE]
Not for just showing your model, but for an actual render... Not so good.
[QUOTE=Dolton;35723782]I know but I can't figure out why they are. Still pretty new to 3ds max.
Here is the problem, in shaded view the chair frame still looks unsmoothed an low poly however the mesh wire frame is smooth an high poly. I have tried resetting the smoothing groups, autosmooth, etc but it still renders as really low poly, even though the wire frame says otherwise.
[t]http://i.minus.com/joDiVPStODFL1.png[/t]
[t]http://i.minus.com/jenFRmxwZmNjG.png[/t][/QUOTE]
Try welding all vertices. They sometimes detach themselves from eachother, making it look like no smoothing groups.
[QUOTE=cocknugget;35723258]looky looky
[URL="http://7.imagebam.com/download/QPqtEu2zXnV8GxskiC4npw/18704/187030938/audir8.jpg"]*pic*[/URL]
[/QUOTE]
Why not subdivide it? Looking good though.
[QUOTE=Logithx;35729258]Why not subdivide it? Looking good though.[/QUOTE]
Because I wanna keep it somewhat low on the polycount?
[QUOTE=cocknugget;35733832]Because I wanna keep it somewhat low on the polycount?[/QUOTE]
It's often best to go either high-poly, or low-poly. Don't dangle somewhere in the middle, as you'll end up with either an ugly high-poly model, or a badly optimized low-poly.
Spent my last two hours on this rifle.
I know it isn't much, but it's my very first try at Plane modeling with blueprints so gimme some time.
[IMG]http://i454.photobucket.com/albums/qq270/Fan-Fanatic/Rifle1.png[/IMG]
[b]Edit:[/b]
Here's an update.
Also: First time I got artistic for anything 3D Related :v:
[img]http://i454.photobucket.com/albums/qq270/Fan-Fanatic/3D/Rifle2.png[/img]
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