• Digital 3D Art v9
    6,260 replies, posted
[QUOTE=kirederf7;36132303]You forgot UV-mapping...[/QUOTE] Extreme tetris.
[QUOTE=Legend286;36132525]Extreme tetris.[/QUOTE] Except the rows doesn't disappear when you finally fit the islands.
Imagine if they disappeared if you fit them together too perfectly. [editline]30th May 2012[/editline] And wasn't undoable.
[QUOTE=TonyP;36133255]Imagine if they disappeared if you fit them together too perfectly. [editline]30th May 2012[/editline] And wasn't undoable.[/QUOTE] I'd be dead for some time now if that was the case EDIT: Something else I'm making [IMG]http://oi48.tinypic.com/rud2le.jpg[/IMG]
(timestamps are just to enhance the illusion that it's a picture) [img]http://img441.imageshack.us/img441/5474/dcim2093.jpg[/img] [img]http://img109.imageshack.us/img109/8977/dcim2931.jpg[/img]
speaking of uv mapping i hear it's really really well designed in modo. one pixar employee stated that someone was having trouble unwrapping a model (hours of failed attempts), handed it off to this guy (who uses modo), and he unwrapped it in a few minutes. really modo just looks like an all around fantastic program. gonna try it out next week.
[QUOTE=TonyP;36134600](timestamps are just to enhance the illusion that it's a picture) [IMG]http://img441.imageshack.us/img441/5474/dcim2093.jpg[/IMG] [/QUOTE] Nice, that first one definitely looks like a picture (from a bad camera). For a second there, I thought it was a reference. I'm having some issues with blotchy-ness in a VRay night scene, my usual fixes for this don't seem to be working. Any ideas? [quote] [IMG]http://u.filepak.com/wJXy_ren1_blo.jpg[/IMG] [/quote]
Quick question. If you're supposed to split UV islands based on smoothing-groups (one smoothing group means one island) when baking normals, what do you do if you need the diffuse map to run seamlessly across multiple smoothing groups? [editline]31st May 2012[/editline] [QUOTE=Tracker;36138341]I'm having some issues with blotchy-ness in a VRay night scene, my usual fixes for this don't seem to be working. Any ideas?[/QUOTE] You probably need to increase your interpolation samples in Irradiance Map.
Progress on my car: [t]http://dl.dropbox.com/u/49828537/3d/carwsdfire.jpg[/t]
Just started today with 3Ds Max, could someone recommend me a good tutorial or something to get me started, I know there are thousands of separate tutorials out there but I wanted to hear which ones you guys recommend.
And so it begins... [IMG]http://dl.dropbox.com/u/26739117/3d/kousei/ramen_uv.png[/IMG]
Shit, could I get some help? I thought I might have flipped my normals but apparently not. What've I done? [IMG]http://dl.dropbox.com/u/26739117/3d/kousei/help.png[/IMG] EDIT Forgot automerge is only a few seconds after posting. Excuse the double post.
[QUOTE=SweetSwifter;36140932]Quick question. If you're supposed to split UV islands based on smoothing-groups (one smoothing group means one island) when baking normals, what do you do if you need the diffuse map to run seamlessly across multiple smoothing groups?[/QUOTE] Anyone? :(
[QUOTE=dookster;36144238]And so it begins... [IMG]http://dl.dropbox.com/u/26739117/3d/kousei/ramen_uv.png[/IMG][/QUOTE] what is this blastfounded UV grid you are using and why does it look vastly superior to checkerboards?
[QUOTE=ZombieDawgs;36148453]what is this blastfounded UV grid you are using and why does it look vastly superior to checkerboards?[/QUOTE] Pretty sure I just googled UV Checker but here you go: [IMG]http://dl.dropbox.com/u/26739117/3d/uvchecker.jpg[/IMG] Any solution for my problem?
[thumb]http://dl.dropbox.com/u/10565588/Pictures/SHAZBOT/box.png[/thumb]
Oh my [IMG]http://puu.sh/y2ia[/IMG] What do you think guys, should I try? I only know a fair amount about rendering to around the extent of DOF and good looking lighting. I felt really honored to get this but I am a mostly modeler and texturer, not to much of a render genius.
[QUOTE=ZombieDawgs;36150359][thumb]http://dl.dropbox.com/u/10565588/Pictures/SHAZBOT/box.png[/thumb][/QUOTE] Polys?
[QUOTE=Quinnjdq;36151185]Oh my [IMG]http://puu.sh/y2ia[/IMG] What do you think guys, should I try? I only know a fair amount about rendering to around the extent of DOF and good looking lighting. I felt really honored to get this but I am a mostly modeler and texturer, not to much of a render genius.[/QUOTE] Whenever I get requests like that, it always reminds me of this one comment I got on one of my models on Game Banana. [img]http://dl.dropbox.com/u/22565769/dumbass.png[/img]
[QUOTE=ZombieDawgs;36150359][thumb]http://dl.dropbox.com/u/10565588/Pictures/SHAZBOT/box.png[/thumb][/QUOTE] What is it.
[QUOTE=Dippeggs;36151996]What is it.[/QUOTE] Airco?
[QUOTE=dookster;36149157]Pretty sure I just googled UV Checker but here you go: Any solution for my problem?[/QUOTE] The normals aren't flipped, the UV's are just mirrored. I know 3ds max has a mirror function when unwrapping in both horizontal and vertical direction. Just select the mirrored UV's and click here. But you might as well unwrap it all before you mirror it. [img]http://dl.dropbox.com/u/99717/mirror.png[/img]
[QUOTE=Zyx;36154110]The normals aren't flipped, the UV's are just mirrored. I know 3ds max has a mirror function when unwrapping in both horizontal and vertical direction. Just select the mirrored UV's and click here. But you might as well unwrap it all before you mirror it. [img]http://dl.dropbox.com/u/99717/mirror.png[/img][/QUOTE] Cool I'll remember that for the future. I knew about the mirror function but had never had that happen before. It seems to have fixed itself though oddly.
-lol wrong thread snip-
[QUOTE=paul simon;36154949][img]https://dl.dropbox.com/u/8478604/Good%20photography/Zondac/Zondac%20the%20spelunker%20small.jpg[/img] [img]https://dl.dropbox.com/u/8478604/Good%20photography/plant%20small.jpg[/img] [img]https://dl.dropbox.com/u/8478604/Good%20photography/Going%20home%20small.jpg[/img] was out walking yesterday[/QUOTE] Those are pretty good renders. I assume you used vray? Also that dof is way overdone.
[QUOTE=woolio1;36151373]Polys?[/QUOTE] Too many, it's a high poly and since I can't normal for shit I'm still trying to figure out the best way to make the low poly. It's also a crate from Tribes :v:
oh shit wrong thread
[QUOTE=paul simon;36154985]oh shit wrong thread[/QUOTE] I won't mind. :v: Neat pictures.
Update [img_thumb]http://img832.imageshack.us/img832/5572/34223fs.jpg[/img_thumb]
[QUOTE=nVidia;36154980]Also that dof is way overdone.[/QUOTE] i agree man he shouldnt be ripping your style heuheuheu
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