Holy shit, it's getting perfect Hayate.
Also, it's better now that you fixed the horizon thing.
Here's a model I made for the player character in my group's game:
[img]http://i.cubeupload.com/P9WNFu.png[/img]
[img]http://i.cubeupload.com/Z6KPpG.png[/img]
[img]http://i.cubeupload.com/OxlJ9d.png[/img]
It's not quite done yet. I still have to do some final tweaks and change up the arms a bit, then UV map and rig it. I like where it's going though :)
Also, reference art I made:
[img_thumb]http://i.cubeupload.com/2h0iEr.png[/img_thumb]
Pandasaur
[QUOTE=Hayate;34587710]Gonna do a few more changes, noticed some flaws in the test render like the water, the vegetation and some objects. AND THEN ITS TIME TO RENDER.
[img]http://filesmelt.com/dl/snowoutside.jpg[/img][img]http://filesmelt.com/dl/Schermafbeelding_2012-02-07_om_15.20_.29_.png[/img]][/QUOTE]
The rope really sticks out, it's too light/clean and doesn't have a shadow or too light shadow. Also bend the grass a bit, now it's very stiff and straight.
[img]http://i14.photobucket.com/albums/a345/ajackss/working_away.png?t=1328717826[/img]
Up to 9 buildings now, 11 more to go. Right now I'm working on adding specular and normals to all my existing textures being used, after I finish the buildings I will then start making a sea of props to flesh out the buildings and give it some life. I'm enjoying this mini-project.
[img]http://i14.photobucket.com/albums/a345/ajackss/slumming-1.png?t=1328722687[/img]
Just a little test for the sake of playing around.
[t]http://i.cubeupload.com/Me7NKs.jpg[/t]
Took forever to render...
Wow, nice render.
What did you use ?
After a lot of hesitation I decided to try out 3ds Max 2012, but I'm having some problems. Whenever I open up projects from 2010 that I want to continue working in, 3ds Max 2012 gets extremely laggy, starts to stutter all the time and there's like 3 seconds delay between viewport switching, going to fireframe mode and so on.
Any idea what this is about?
[QUOTE=STeel;34600577]Pandasaur[/QUOTE]
Pandaroo
[QUOTE=Logithx;34606485]After a lot of hesitation I decided to try out 3ds Max 2012, but I'm having some problems. Whenever I open up projects from 2010 that I want to continue working in, 3ds Max 2012 gets extremely laggy, starts to stutter all the time and there's like 3 seconds delay between viewport switching, going to fireframe mode and so on.
Any idea what this is about?[/QUOTE]
I'm not sure, but try changing the Viewport render mode from Realistic to Shaded, or anything like that.
[QUOTE=ferdam;34606765]I'm not sure, but try changing the Viewport render mode from Realistic to Shaded, or anything like that.[/QUOTE]
Happens with all modes, I think it might be a driver issue. The thing is, last time I installed a new driver it first uninstalled my old one but the new one failed to install, leaving me with a computer with no graphics drivers (thanks Nvidia). I am not trying that again, for some reason new drivers won't install (keep getting 'installation failed' messages).
ლ(ಠ益ಠლ)
[QUOTE=Logithx;34606851]Happens with all modes, I think it might be a driver issue. The thing is, last time I installed a new driver it first uninstalled my old one but the new one failed to install, leaving me with a computer with no graphics drivers [B](thanks Nvidia)[/B]. I am not trying that again, for some reason new drivers won't install (keep getting 'installation failed' messages).
ლ(ಠ益ಠლ)[/QUOTE]
Hey, i tried my best.
[QUOTE=ferdam;34606344]Wow, nice render.
What did you use ?[/QUOTE]
3DS Max Mental Ray with Vue integration.
[QUOTE=Logithx;34606851]Happens with all modes, I think it might be a driver issue. The thing is, last time I installed a new driver it first uninstalled my old one but the new one failed to install, leaving me with a computer with no graphics drivers (thanks Nvidia). I am not trying that again, for some reason new drivers won't install (keep getting 'installation failed' messages).
ლ(ಠ益ಠლ)[/QUOTE]
Oh, that driver problem is pretty weird. Well, I'd say that's the problem then, if you are trying to run 3ds max with only Windows default driver it's probably why you are suffering those delays.
There must be some way to install nvidia's driver correctly. You could try driver swepper, maybe there are still some driver files left somewhere in your computer blocking you from reinstalling it.
[video=youtube;-Fq8t59HaR4]http://www.youtube.com/watch?v=-Fq8t59HaR4[/video]
my first fluid motion thingy I made a long time ago
When you make a matchmoved video, the raw video will likely have some motion blur. You can of course set the camera to record at a very high shutterspeed to avoid this, but sometimes we want motion blur.
Now, I set the cameras shutter to be at 1/60th of a second, so that I get some motion blur but not too much (making it hard to track).
My problem with this has always been that the 3D object comes out of sync when I apply motionblur to it. So, I'm testing right now and I think I've found a way to eliminate that error. (using Vray)
There's a setting I've ignored earlier, "Interval Center":
[IMG]http://puu.sh/gfE2[/IMG]
It defaults to 0.5, which means that the rendered object will always be half a frame offset, and it is really visible. [B]Changing it to 0 would correct this issue[/B], but since I already went and tried to correct it by moving all the video frames one step forward I had to set it to 1 to fix that.
The "Duration (frames)" is set to 0.5, as the default framerate of 3Ds Max is 30, and the default shutter speed is equal to that.
Here's a frame from the test:
[IMG]http://puu.sh/gfDR[/IMG]
Sitting in a compositing seminar from Hugo Guerra from The Mill in London right now, it's fucking mind blowing. He's here for 2 days to teach us some Nuke, but we're getting to see all the breakdowns and behind the scenes on so many cool projects. We're going to be compositing a shot from the new Audi Hummingbird TV spot this afternoon, exciting stuff!
[QUOTE=paul simon;34616069]When you make a matchmoved video, the raw video will likely have some motion blur. You can of course set the camera to record at a very high shutterspeed to avoid this, but sometimes we want motion blur.
Now, I set the cameras shutter to be at 1/60th of a second, so that I get some motion blur but not too much (making it hard to track).
My problem with this has always been that the 3D object comes out of sync when I apply motionblur to it. So, I'm testing right now and I think I've found a way to eliminate that error. (using Vray)
There's a setting I've ignored earlier, "Interval Center":
[IMG]http://puu.sh/gfE2[/IMG]
It defaults to 0.5, which means that the rendered object will always be half a frame offset, and it is really visible. [B]Changing it to 0 would correct this issue[/B], but since I already went and tried to correct it by moving all the video frames one step forward I had to set it to 1 to fix that.
The "Duration (frames)" is set to 0.5, as the default framerate of 3Ds Max is 30, and the default shutter speed is equal to that.
Here's a frame from the test:
[IMG]http://puu.sh/gfDR[/IMG][/QUOTE]
Or do it like me, render a motion vector pass and use a post fx motion blur. ^^
[QUOTE=nVidia;34618911]Or do it like me, render a motion vector pass and use a post fx motion blur. ^^[/QUOTE]
If only I had any idea how to do that :I
[QUOTE=nVidia;34618911]Or do it like me, render a motion vector pass and use a post fx motion blur. ^^[/QUOTE]
And after that just do a hibbedyjoobie in the habadaba and you're done.
[QUOTE=Asgard;34619751]And after that just do a hibbedyjoobie in the habadaba and you're done.[/QUOTE]
No, actually that's how you install nvidia drivers.
[QUOTE=nVidia;34620701]No, actually that's how you install nvidia drivers.[/QUOTE]
No, that would be how you uninstall ATI drivers, because that's fucking impossible.
[QUOTE=Scotchair;34616932]Sitting in a compositing seminar from Hugo Guerra from The Mill in London right now, it's fucking mind blowing. He's here for 2 days to teach us some Nuke, but we're getting to see all the breakdowns and behind the scenes on so many cool projects. We're going to be compositing a shot from the new Audi Hummingbird TV spot this afternoon, exciting stuff![/QUOTE]
That's awesome mate, the the course I'm about to start is full of people who have worked at The Mill, MPC, Double Negative, Framestore etc. And we get something similar to your class where one of the big companies give us a brief that we have to create work for. I'd love to work at The Mill, apparently it's one of the best companies to work at.
[img]http://i.imgur.com/B35cB.png[/img]
well this was a fun diversion, now to retopologize and skin it
Have you guys seen [url=http://p3d.in]p3d.in[/url] yet? It's pretty neat. [url=http://p3d.in/wcVAD]I uploaded that guitar I was working on.[/url]
[QUOTE=Asthenia;34629442]Have you guys seen [url=http://p3d.in]p3d.in[/url] yet? It's pretty neat. [url=http://p3d.in/wcVAD]I uploaded that guitar I was working on.[/url][/QUOTE]
This is a cool tool
That is a pretty awesome tool. Now I can show people some of my 3d models. I never did finish this steampunk guitar, but it actually looks pretty close to being finished.
[url]http://p3d.in/64t0h[/url]
bored in class, computers have Blender 2.49
I had no ideas on what to model and just poked around since I know the 2.5+ interface better
[img]http://i.imgur.com/8klsG.jpg[/img]
[QUOTE=Overworld;34624510][img]http://i.imgur.com/B35cB.png[/img]
well this was a fun diversion, now to retopologize and skin it[/QUOTE]
Why do you need to retopo a lowpoly model? Retopo is used mainly for conversion from high to low poly.
neat
[url]http://p3d.in/2VNRH#[/url]
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