[QUOTE=Barnhouse;26740415]Why did people disagree with me?
Water IS blue
It's a common misconception that it's just reflecting blue from the sky or something.
Not meaning to derail the thread, but it's good to educate.[/QUOTE]
Sky is blue because it reflects off of the ocean.
[QUOTE=broo20;26743720]Sky is blue because it reflects off of the ocean.[/QUOTE]
stop post
[QUOTE=Maya2008;26743555]Here are some shots of my textured model.
-pics-[/QUOTE]
I probably should have mentioned this sooner, but your dress looks to me a lot like cheap wallpaper. That stuff that is really bumpy.
I tried to find pictures with no avail but hopefully you know what I mean.
[QUOTE=PieClock;26744167]I probably should have mentioned this sooner, but your dress looks to me a lot like cheap wallpaper. That stuff that is really bumpy.
I tried to find pictures with no avail but hopefully you know what I mean.[/QUOTE]
hmmm I'll try to change the material.
That's because either normal map is lowres or the sculpt itself is bumpy
Well, I used noise brush on the diffuse texture.
Here is my original concept:
[img]http://img190.imageshack.us/img190/8762/queenconcept41color.jpg[/img]
I was thinking about having the middle section to be semi transparent so that it is possible to see the dress underneath as well, but then it is hard to do with low poly mesh.
Seems like I need to seek more solutions.
[QUOTE=johan_sm;26744432]That's because either normal map is lowres or the sculpt itself is bumpy[/QUOTE]
And it's too strong.
Get some detail norms in there so it'll actually look like fabric and also get a spec.
[QUOTE=tarkata14;26736498]Would you happen to know of any good references I can use? I couldn't decide when I looked for one earlier, something that isn't too difficult to recreate but allows for good detail.
[B]EDIT: [/B]Some progress
[img_thumb]http://www.cubeupload.com/files/cfbe11building2.png[/img_thumb][/QUOTE]
Very blocky, scale seems messed up and the architecture is fairly ugly.
because the polygon count is 2200 tris and I'm using a 2048x2048 map.
[HD]http://www.youtube.com/watch?v=OUBzJi0B9m4[/HD]
Just a quick test on building a convincing scene.
Some parts are untextured, and yeah, Catman is flat at the moment.
[QUOTE=Maya2008;26752288]because the polygon count is 2200k tris and I'm using a 2048x2048 map.[/QUOTE]
who are you replying to?
oops, wrong reply, ignore my post xD
(and it's 2200 tris, not 2200k tris)
anyhoo, I don't know what I was doing this morning :x
Using V-ray for first time (really) Had shit no idea how it works and how to use it. Well scribbled out something:
[IMG]http://i411.photobucket.com/albums/pp196/arleitiss/Models/ALSBUILD/A.jpg[/IMG]
[IMG]http://i411.photobucket.com/albums/pp196/arleitiss/Models/ALSBUILD/3.jpg[/IMG]
[IMG]http://i411.photobucket.com/albums/pp196/arleitiss/Models/ALSBUILD/2.jpg[/IMG]
[IMG]http://i411.photobucket.com/albums/pp196/arleitiss/Models/ALSBUILD/1.jpg[/IMG]
those 3 are same, except that exposure is different. I ain't even sure if I am supposed to change it.
Also I got question:
See the white background? I thought that in env map settings VraySky will generate it automatically :V
I don't see any result though. How it affects scene? I mean all I see in background is white. How do I make it actually produce a sky ?
Is there vraysky? If yes, your sky is really bright. If not, you need it.
[quote]See the white background? I thought that in env map settings VraySky will generate it automatically :V
I don't see any result though. How it affects scene? I mean all I see in background is white. How do I make it actually produce a sky ?[/quote]-
[quote]
By default, the VRaySun and VRaySky are very bright. In the real world, the average solar irradiance is about 1000 W/m^2 (see the [URL="http://www.spot3d.com/vray/help/150SP1/vraysun_sky_param.htm#references"]references[/URL] below). Since the image output in V-Ray is in W/m^2/sr, you will typically find that the average RGB values produces by the sun and the sky are about 200.0-300.0 units. This is quite correct from a physical point of view, but is not enough for a nice image. You can either use [URL="http://www.spot3d.com/vray/help/150SP1/render_params_colormapping.htm"]Color mapping[/URL] to bring these values to a smaller range (which is the preferred way) or you can use the Sun intensity multiplier to make the sun and sky less bright. Using the [URL="http://www.spot3d.com/vray/help/150SP1/vrayphysicalcamera_params.htm"]VRayPhysicalCamera[/URL] with suitable values also produces a correct result without changing the sun and sky parameters.[/quote]-
Taken from [URL="http://www.spot3d.com/vray/help/150SP1/vraysun_sky_param.htm"]VraySun and Sky[/URL]
EDIT:
I finally finished my animation assignment:
[media]http://www.youtube.com/watch?v=HM9nvpt25H4&hd=1[/media]
[IMG]http://i52.tinypic.com/ru5ox4.jpg[/IMG]
Oh Vray, how can you make even the simplest of set-ups look so wondrous. :allears:
[QUOTE=SweetSwifter;26787348][img_thumb]http://i52.tinypic.com/ru5ox4.jpg[/img_thumb]
Oh Vray, how can you make even the simplest of set-ups look so wondrous. :allears:[/QUOTE]
Ugh, these shadows
I know, I know. No caustics or anything.
I think... I think I should start using V-ray
[QUOTE=Rago;26795727]I think... I think I should start using V-ray[/QUOTE]
Yes... Yes you should.
some work on the AMP (its pretty much done except for some final details) im going to use it for a garage band scene with my Les paul, i showed earlier in this thread.
[URL=http://imgur.com/M03Df][IMG]http://i.imgur.com/M03Dfl.jpg[/IMG][/URL]
could use some steep normals for the control panel and marshall logo
[QUOTE=doggyalt;26808433]could use some steep normals for the control panel and marshall logo[/QUOTE]
huh didn't think of that! Thanks man!
why do i always mess up when spelling think and spell thing instead
An update on the weapon:
[img]http://lh5.ggpht.com/__9-i1bAPj4c/TQ6dx87_0iI/AAAAAAAAC00/zREkFdluGOM/s1152/plasma_sniper_test3.png[/img]
Why is it all shiny?
[QUOTE=johan_sm;26812659]Why is it all shiny?[/QUOTE]
Was messing around with a shader. This picture isn't really much use other than to show the progress. Didn't care how the shader turned out.
polycount has some nice info on making good renders to show off a mesh really well
check their wiki
I just slap a plane and a sun/sky combo. Looks good to me.
[QUOTE=x-quake;26813308]Was messing around with a shader. This picture isn't really much use other than to show the progress. Didn't care how the shader turned out.[/QUOTE]
You can't tell the details from the shinyness.
I've been wondering a bit on the Autodesk products, but what are the differences between 3DSMAX and Maya? Just curious, they both seem quite similar.
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