[QUOTE=SweetSwifter;35955913]Look guys, modular design. :v:
[IMG]http://i.imgur.com/tungU.jpg[/IMG][/QUOTE]
Your modular pieces have some obvious seams in them. :p
[QUOTE=nVidia;35956011]Your modular pieces have some obvious seams in them. :p[/QUOTE]
Well, obviously. I've not seen a LEGO knockoff that doesn't have obvious seams.
[QUOTE=Tracker;35954989]I disagree. You can't really integrate them into each other, you'd either have to integrate Max into Maya or Maya into Max, either way, one side will suffer immensely. You could I suppose integrate the two without one taking favour, but in this case both sides will suffer equally.
Many people are familiar and prefer the interfaces of one or the other, having a single product that [i]can do both[/i] would be hugely bloated and bulky, and definitely mismanaged, so you'd have to integrate the features of Max into the Maya interface or vice versa. Either way, a group of people will be daunted.
So yea, this new product called Maxa would inevitably be a bad idea, and not just for Autodesk, but for Artist's too.[/QUOTE]
Not really.
I said take both softwares strong sides not the weak sides from both. Also your point about a software that can do everything would be bulky...well both max and maya pretty much can do everything it's just up to the user. Interface is something that will always change if you can't accept a little change for the better just because you're used to something then that will restrict you a lot.
I didn't like the blender overhaul for some time either but now I wouldn't want to go back.
[QUOTE=SweetSwifter;35955913]Look guys, modular design. :v:
[IMG]http://i.imgur.com/tungU.jpg[/IMG][/QUOTE]
Your scaling looks off.
[QUOTE=biodude94566;35957378]Your scaling looks off.[/QUOTE]
I don't think he's actually modelled lego, just copied it without a reference.
Wouldn't doubt it. :v:
goddamn that minifig's proportions be sure to tell him i'm here to help with his scoliosis in any way possible
Some very early wip
My concept (I made an orthographic final design): [url]http://i.imgur.com/IQNsg.png[/url]
[img]http://i.imgur.com/tyovA.png[/img]
I knoe about floating geom :/
[QUOTE=~ZOMG;35954080]Looks like it's overlapping terribly.[/QUOTE]
It's not, it's just an incredibly well done UV map. I doubt the people who made Mass Effect would overlap UVs
actually it is a terrible uv map sorry bioware
[IMG]http://i59.photobucket.com/albums/g316/dominoegnallange/wtf.png[/IMG]
I took the normal and put it onto a plane...
Added displacement and put it in a Normal Map bump slot... I have no Idea what I'm looking at...
[QUOTE=Domino;35960320][IMG]http://i59.photobucket.com/albums/g316/dominoegnallange/wtf.png[/IMG]
I took the normal and put it onto a plane...
Added displacement and put it in a Normal Map bump slot... I have no Idea what I'm looking at...[/QUOTE]
The footprint of an AT-AT.
why would you put it on a plane that's not going to help you make sense of it
look at the microdetails that got mostly lost in upload it looks like a ship probably the normandy
looks like the outskirts of a town with farmland, obviously that isn't what it is but imagination
It didn't lose detail in the upload, it's just a low res texture.
[img]http://img515.imageshack.us/img515/9111/auvbg.png[/img] the uv map.
Tried Blender...
[IMG]http://dl.dropbox.com/u/47456802/Blender%20fail.jpg[/IMG]
Oh god what did I do
maximum efficiency
[QUOTE=Triarii;35961325]Tried Blender...
[IMG]http://dl.dropbox.com/u/47456802/Blender%20fail.jpg[/IMG]
Oh god what did I do[/QUOTE]
Hardcore.
But seriously, drag the top right corner into another window.
[img]http://puu.sh/uOKK[/img]
:D
Hey boys, problem here I'd very much appreciate if one of you would have the solution to solving it.
[IMG]http://dl.dropbox.com/u/38778982/blender%20error.png[/IMG]
The big white thing is obviously not supposed to be there. I rendered an animation of this scene, and in about 5 frames (of a total of 180) across the whole animation (eg one frame in the 30s, one in the 50s and one around 100 for example) this big white thing will be in the frame at a random location. It will be there one frame and go away the next. I did a render of the exact same scene before this and the issue also appeared, but I've rendered different scenes and haven't seen anything like this.
Using Blender 2.62 64-bit on Windows 7 64-bit and have a HD5830 graphics card (if that's as much info I need to give). So does anyone know how I can get rid of this... thing whatever it is?
In the five instances that it appears, it's always the same noisy box with the rounded white box in the middle of it if that also matters.
if the animation is jsut that static you could probably get away with just looping the first 5 frames that worked.
[editline]15th May 2012[/editline]
Oh wait a second... I didnt even see the road in the background there. I'm talking shit. No idea man, sorry.
Off with his license!
[QUOTE=Scotchair;35963343]if the animation is jsut that static you could probably get away with just looping the first 5 frames that worked.
[editline]15th May 2012[/editline]
Oh wait a second... I didnt even see the road in the background there. I'm talking shit. No idea man, sorry.[/QUOTE]
Haha the scene isn't the best I'm trying to get a conveyor belt (and there's a bottle behind that big artifact thing) but I'm not the best with lighting. Going completely black and relying on the lights in the scene was the best I could do.
I'm not doing this project for a specific 3D graphics assignment, rather its a portion of my Major Project for my Industrial Technology course (where we get to do whatever the fuck we want whether it be 3D modelling or making a website or flash game) so I don't really mind that it looks that bad.
Funny, the first day at Futuremark, I had a gtx 295, then the same day It changed to a 480, now today they got me a 580. Maybe in a few days I get a 680 or 690. :v:
[editline]15th May 2012[/editline]
Now, I'm truly worthy of my username.
[QUOTE=TonyP;35960824]It didn't lose detail in the upload, it's just a low res texture.
[img]http://img515.imageshack.us/img515/9111/auvbg.png[/img] the uv map.[/QUOTE]
lol the normal map you posted is a jpeg and it lost a lot of detail
[editline]15th May 2012[/editline]
and yeah that's a [I]really[/I] bad uv map
It didn't lose detail, it's just not very detailed. That's how it really looks. Also how is that UV map bad? It uses almost all available space. Also I saved it with maximum quality so the difference in quality is negligible.
[QUOTE=TonyP;35964293]It didn't lose detail, it's just not very detailed. That's how it really looks. Also how is that UV map bad? It uses almost all available space. Also I saved it with maximum quality so the difference in quality is negligible.[/QUOTE]
I'm not sure, but I think it's probably because you have so many little pieces rather than larger islands.
Is there anyway to stop 3ds max from locking on an object after changing it's gizmo type in uvw map? What I mean is that I have to change one bit to y planar and I do it just goes the selected red and won't let me deselect it, I have to close the window and reopen it to fix it.
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