[QUOTE=DOG-GY;27514511]They're right. The greens of the trees and the reds are very undersaturated.[/QUOTE]
The reds are not actually, that's just that haze I added in thats washing them out in the distance. The green though, that's in the texture I believe, I will make that bolder. But as far as processing goes, I do nothing to change the color coming out of vray, I don't desaturated or change color tones, it's just standard Vray Sun/Sky.
Damn Ajacks, Another amazing render.
[QUOTE=nVidia;27481608]The plane of focus is very small, have you ever photographed with a 300mm lens?[/QUOTE]
yes.
make the aperture smaller, lower the ISO, and increase shutter speed. Your bearing isn't moving anywhere so I assume a long exposure won't yield any motion blur.
I'm actually experimenting with my 500mm and a magnifying glass for super macro photos, I wish I had computer-controlled perfectly still [i]everything[/i] for the damn thing :v:
[QUOTE=daijitsu;27516089]yes.
make the aperture smaller, lower the ISO, and increase shutter speed. Your bearing isn't moving anywhere so I assume a long exposure won't yield any motion blur.
I'm actually experimenting with my 500mm and a magnifying glass for super macro photos, I wish I had computer-controlled perfectly still [i]everything[/i] for the damn thing :v:[/QUOTE]
Nice, 500mm is like a hubble telescope.
[QUOTE=edja007;27512922]Your arab city renders always look so washed out and bland in color for some reasons.[/QUOTE]
The sun usually has that effect on stuff, they lose their pigment in direct contanct to sunlight over many years.
[editline]19th January 2011[/editline]
[QUOTE=nVidia;27517100]Nice, 500mm is like a hubble telescope.[/QUOTE]
They just bought a 1200mm lens or something here. A few cameramen will be sent out aboard the FDF frigate to Somalia and they need to be able to shoot over some really long distances.
[QUOTE=nVidia;27517100]Nice, 500mm is like a hubble telescope.[/QUOTE]
[url=http://sphotos.ak.fbcdn.net/hphotos-ak-snc3/hs007.snc3/11465_105849092759589_100000034978281_156006_8353010_n.jpg]I prefer to call it 'the stalker lens'.[/url]
and I got a x2 extension tube somewhere round here. I hope the 1200mm has a good aperture, gonna be a bitch getting still shots without some serious light and good stabilization to boot
anyways, If you're interested in getting good 'photo-like' images you'd like the new iray renderer; no presets, just requires more time to gather more photons. It's still kind of iffy with me, it takes WAY too long for some scenes, but with some added lens/camera style controls like what you're doing with vray and it'll be a showstopper.
[img]http://gyazo.com/89db84b066a6d9a639bcc8341071ebc2.png[/img]
Personally, if I was after a true camera-esque look I'd render it out in mental with a z-depth pass, work focus in after everything's said and done, then do some photoshop magic to give it grain and a little extra attitude to the tones to give it a bit more realism
Took me a second to realise that was a render.
Curtains and floor around the chairs [I]really[/I] give it away.
You're probably tired of my shark, so I'll put this one in a thumbnail:
[img_thumb]http://img69.imageshack.us/img69/6708/greatwhitecomb1.jpg[/img_thumb]
I don't like using helpers as controller objects, but I tried it out anyway.
The controllers were set up with FK wiring, as IK wouldn't be practical with this kind of creature.
[QUOTE=Jeggis;27523933]You're probably tired of my shark, so I'll put this one in a thumbnail:
[img_thumb]http://img69.imageshack.us/img69/6708/greatwhitecomb1.jpg[/img_thumb]
[/QUOTE]
Not at all
[QUOTE=~ZOMG;27523853]Took me a second to realise that was a render.
Curtains and floor around the chairs [I]really[/I] give it away.[/QUOTE]
Yeah, also, the lamps and the things they are on look awful.
Basically done with the speakers.
[img]http://img263.imageshack.us/img263/6421/frontmesh.jpg[/img]
The opacity map is 2x4 px and tiled 400 times, here it is, lol.
[IMG]http://img267.imageshack.us/img267/6899/threadz.png[/IMG]
If you can't see that, here is a zoomed one.
[IMG]http://img593.imageshack.us/img593/5824/threadzoomed.png[/IMG]
Here's them all together (huge pics)
[media]
[img]http://img526.imageshack.us/img526/5074/withoutcover.jpg[/img]
[img]http://img695.imageshack.us/img695/4671/withcover.jpg[/img
[/media]
Hello everyone!
I was wondering if you guys would be able to help me with a little question.
I've been fucking around with modeling a bit, and I still find it very difficult just to start off, now I'm trying my hand at making some kind of Howe & Howe Personal Assault Lander, from the show that aired yesterday or something.
It's basically a modified jetski that can go on land and water, and it looks really awesome, but I can't find any photos of it.
Anyways, I've got 2 Cylinders selected and I wanted to make them a bit smaller, so they fit inside the bigger cylinders.
Think about some kind of suspension, but it doesn't work on them both at the same time, it will just make them oval-ish, or drag them together.
So, how do I resize 2 objects at the same time, without the weird after-effects ^
[img]http://gyazo.com/4d1141d0806d3d83b4ac05e55d0730c8.png[/img]
Thanks in advance :D
Make one and mirror the other.
I'm sorry, but I'm a total noob when it comes down to more advanced shit.
Please elaborate? <3
[editline]19th January 2011[/editline]
Mirror just seems to turn the object around.
[editline]19th January 2011[/editline]
Never mind I just lined them up in the left frame, worked alright, now to figure out how to make a proper body, trying to just recreate one probably won't work.
What do you guys usually do? Draw it or look a drawing/design/photo and put it on a plane next to the object?
[QUOTE=~ZOMG;27523853]Took me a second to realise that was a render.
Curtains and floor around the chairs [I]really[/I] give it away.[/QUOTE]
I fucking [i]hate[/i] those curtains. My dad (business partner in 3D) did them without me because the client was 'in a hurry'. I usually run physics simulations to get stuff to drape properly, he made some sort of wiggly plane and pinched it up using soft selection.
Fun fact, the most time spent on anything in that room is the [i]pillow shams[/i] because the client absolutely had to have pillow shams and make absofuckinglutely sure they were right. Actually had to resort to my cloth physics stuff for them. Apparently when selling 1.5 million dollar condos on a private island in the keys, the wiggly fringes on a pillow are the selling point.
and that's the most you see in the final animation, is in that picture I posted. :argh:
[QUOTE=Saxor16;27524520]Yeah, also, the lamps and the things they are on look awful.
[/QUOTE]
agreed, but we had to work with the furniture out of selections in a catalog, thus all the weird bamboo stuff textures matched swatched, I personally hated the dark brown/spotty wood paneling. Not sure why the lampshade is funky transparent though.
[img]http://gyazo.com/5236ee75400d279f9fb74929f598ef6f.png[/img]
Ah, here it is.
The PAL, Personal Assault Lander =D
[QUOTE=omarcam;27528000][img_thumb]http://gyazo.com/5236ee75400d279f9fb74929f598ef6f.png[/img_thumb]
Ah, here it is.
The PAL, Personal Assault Lander =D[/QUOTE]
Whays with the play button?
Well, it's impossible for me to make something like that, I suck horribly.
[img]http://gyazo.com/7474756e91da9868f9f7e42e4c92fb96.png[/img]
[img]http://gyazo.com/a575d00c2d2df9c96bdd39b8afa57efb.png[/img]
Anyways, how do I properly connect stuff, like let's say the two green items, they're seperate objects but I want them to be connected physically and visually.
[editline]19th January 2011[/editline]
[QUOTE=Lazore;27528335]Whays with the play button?[/QUOTE]
T'is a clip from some site, from the Howe & Howe show from Discovery Channel.
Oh god please look for some tutorials that teach you the basics, tools/modifiers/edge flow sense/etc.
=(
Thanks, I'll do that :)
[editline]19th January 2011[/editline]
Well, I totally forgot about Bevel and Inset, great tools.
[img]http://gyazo.com/fcc87e210d967e5eb2049a4f4a41d2cd.png[/img]
Way better.
Alot of good stuff in this thread recently, might have a look into that IRay render, thanks daijitsu
heres somthing i made a couple days ago:
[img]http://fc04.deviantart.net/fs71/i/2011/012/4/b/f3m___bot_by_squint911-d371n1p.png[/img]
[url]http://squint911.deviantart.com/#/d371n1p[/url]
and heres somthing im working on at the minute:
[img]http://img508.imageshack.us/img508/3635/render2o.png[/img]
Obviously still needs alot of work, might make his torso a little larger, and i havnt really got round to his hands yet, so the shape is just a placeholder
any feedback would be awesome! :D
Looks like it has much better topology than any of my stuff.
Working on this for animation right now, the scale is bit off.
[IMG]http://dl.dropbox.com/u/1689248/a%20bit%20too%20big.png[/IMG]
Just a bit. Still working on the textures also, as you can see I got rather lazy.
odd render
Probably due to:
the angmap
the cheap DoF
the misdirected lighting
the angmap
That DOF is very odd, It seems that the ground is completely blurred, all of it but all of that mechanical thing is perfectly in focus, It's strange.
It seems blurry because the angmap isn't nearly high enough resolution. The DoF is working properly, even on the 'ground', but the background is somewhat blurry to begin with from low-quality jpeg, therefore blurring the foreground makes it look uniformly blurred. Blur!
The fStop is also a bit too low as well, so:
[media]http://dl.dropbox.com/u/1689248/abtb_.png[/media]
With my own simple terrain to replace the blurry image.
Has anyone got Mad Car to work on Max 2010?
How do you think is the best way to unwrap what is essentially a 3d train track that goes all over the place. (This is me trying to describe a part of a mesh). It's very close to being a single ring of edges but there are some hinge turns that disrupt it.
I tried to clone the geometry, select all the ring edges and connect, then turn that into a spline, delete the geometry and use it as a planar spline map, issue is it was on the wrong angle for the most part.
Unfold Mapping was promising, but it works for about 5 polygons then basically screws itself over.
Edit:
Hmm, Not quite sure what happened but Unfold worked this time...and really well. so, fix'd.
[QUOTE=Tracker;27539196]How do you think is the best way to unwrap what is essentially a 3d train track that goes all over the place. (This is me trying to describe a part of a mesh). It's very close to being a single ring of edges but there are some hinge turns that disrupt it.
I tried to clone the geometry, select all the ring edges and connect, then turn that into a spline, delete the geometry and use it as a planar spline map, issue is it was on the wrong angle for the most part.
Unfold Mapping was promising, but it works for about 5 polygons then basically screws itself over.[/QUOTE]
Mind showing the mesh? I did a rail track not so long ago so I might help.
[QUOTE=mrhippieguy;27538003]It seems blurry because the angmap isn't nearly high enough resolution. The DoF is working properly, even on the 'ground', but the background is somewhat blurry to begin with from low-quality jpeg, therefore blurring the foreground makes it look uniformly blurred. Blur!
The fStop is also a bit too low as well, so:
[media]http://dl.dropbox.com/u/1689248/abtb_.png[/media]
With my own simple terrain to replace the blurry image.[/QUOTE]
That's some damn big bolts.
[QUOTE=mrhippieguy;27538003]It seems blurry because the angmap isn't nearly high enough resolution. The DoF is working properly, even on the 'ground', but the background is somewhat blurry to begin with from low-quality jpeg, therefore blurring the foreground makes it look uniformly blurred. Blur!
The fStop is also a bit too low as well, so:
[media]http://dl.dropbox.com/u/1689248/abtb_.png[/media]
With my own simple terrain to replace the blurry image.[/QUOTE]
The texture is absolutely hideous. It looks like you took the best part of 5 minutes to UV it, as well.
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