[QUOTE=Saxor16;27692700]
[img_thumb]http://img692.imageshack.us/img692/4769/futon.jpg[/img_thumb]
[/QUOTE]
Looks nice. I have that futon!
But its missing a section and the legs that fold out when it goes into bed mode.
[editline]28th January 2011[/editline]
[img]http://img510.imageshack.us/img510/9117/22573721.jpg[/img]
Playing around a little bit more with my donkey.. street scene.
that's why i reworked the houndeye texture. and all other creatures on zbrush i've posted here are not of2 creatures really.
i'll tell flon22 to get on adding more details to his texture.
[QUOTE=cyanidem;27701910]Looks nice. I have that futon!
But its missing a section and the legs that fold out when it goes into bed mode.
[editline]28th January 2011[/editline]
[img_thumb]http://img510.imageshack.us/img510/9117/22573721.jpg[/img_thumb]
Playing around a little bit more with my donkey.. street scene.[/QUOTE]
heh I have that futon too, but the mattress got soaked last time our basement flooded, so we threw it out.
I liked the first render better.
[QUOTE=cyanidem;27701910]Looks nice. I have that futon!
But its missing a section and the legs that fold out when it goes into bed mode.
[editline]28th January 2011[/editline]
[img_thumb]http://img510.imageshack.us/img510/9117/22573721.jpg[/img_thumb]
Playing around a little bit more with my donkey.. street scene.[/QUOTE]
The corners are really sharp on that building. Try to make them more rounded and natural.
[QUOTE=cyanidem;27701910]Looks nice. I have that futon!
But its missing a section and the legs that fold out when it goes into bed mode.
[editline]28th January 2011[/editline]
[img_thumb]http://img510.imageshack.us/img510/9117/22573721.jpg[/img_thumb]
Playing around a little bit more with my donkey.. street scene.[/QUOTE]
I'd change the wall base to be something else than the same cracked paint material.
[QUOTE=Maya2008;27688389]If you are using Mudbox, then just use mudbox displacement/bump map exporter.
and post your UV.[/QUOTE]
I solved it by using Autodesk LUT as Gamma correction in Max. I've also done a new UV-map, to further reduce seams in the face area.
[QUOTE=I_Forgot;27705762]The corners are really sharp on that building. Try to make them more rounded and natural.[/QUOTE]
Yeah, I still need to round stuff off.
[QUOTE=PLing;27706385]I'd change the wall base to be something else than the same cracked paint material.[/QUOTE]
Good idea, will do!
Also, yeah, I prefered the first render, but I lost the lighting settings.
Thx for crit guys. I'm pretty bad at this 3d stuff and need all the help I can get.
I hate most 3d trees. The leaves are flat. Haven't seen a single leaf in real life that would be shaped flat.
Is there a way to make an hdri picture not show in the render background?
[QUOTE=Andreewww;27708670]Is there a way to make an hdri picture not show in the render background?[/QUOTE]Load them only for light, not background.
[QUOTE=Andreewww;27708670]Is there a way to make an hdri picture not show in the render background?[/QUOTE]
If you are using Maya, turn off primary visibility in the render stats.
[QUOTE=johan_sm;27708763]Load them only for light, not background.[/QUOTE]
:doh: thanks.
[QUOTE=Kybalt;27675516][img_thumb]http://img337.imageshack.us/img337/9926/ss20110126162848.png[/img_thumb]
suddenly a wild turret appears[/QUOTE]
reminds me of that 3dmark05 arctic scene
A quick trip down memory lane :D
[img]http://gyazo.com/03341591ac2dc9781d9e0eff2e009c45.png[/img]
Isn't this one from Grand Theft Auto - Vice City?
Yup :D
nuttertools
[QUOTE=cyanidem;27701910]Looks nice. I have that futon!
But its missing a section and the legs that fold out when it goes into bed mode.
[/QUOTE]
The model is accurate to 1/5th inch of the one I have. Yours is probably a slightly different one.
[QUOTE=Pac_187;27678148]Slowly progressing on the MP7.
I put in more roundness and detail.
[img_thumb]http://pac.gmod.de/Bilder/Models/HK%20MP7A1/MP7A1_WIP_3.jpg[/img_thumb][/QUOTE]
Could you post a wireframe of that? I'd greatly appreciate it :)
So as a sort of low poly challenge to myself I made Bulbasaur's evolution line with each model at 1000 tris or less.
I just got around to texturing Balbasaur though.
[img_thumb]http://i834.photobucket.com/albums/zz262/psychopedestrian/bulbasaur.png[/img_thumb]
I'm working on the chars next, but could anyone point me to a poor sap patient enough to give a Maya user rigging tips? I have no idea what I'd do with these models but I want it to involve Source somehow.
[img_thumb]http://i834.photobucket.com/albums/zz262/psychopedestrian/bulbasaur.png[/img_thumb]
you know the bud on a bulbasaur is alot biger and covers the back.
[QUOTE=MelonGuy;27724128]Could you post a wireframe of that? I'd greatly appreciate it :)[/QUOTE]
Same
Have you guys experimented with the shader that supposably makes hard corners smooth?
Just like chamfer with smoothing, but without chamfer?
I don't remember what it's called...
[QUOTE=Domino;27729339]Have you guys experimented with the shader that supposably makes hard corners smooth?
Just like chamfer with smoothing, but without chamfer?
I don't remember what it's called...[/QUOTE]
Crease edges?
[QUOTE=Domino;27729339]Have you guys experimented with the shader that supposably makes hard corners smooth?
Just like chamfer with smoothing, but without chamfer?
I don't remember what it's called...[/QUOTE]
Round corners, mental ray arch & design material has this. Looks great when used on highly reflective nor refractive objects.
[QUOTE=nVidia;27729581]Round corners, mental ray arch & design material has this. Looks great when used on highly reflective nor refractive objects.[/QUOTE]
Sweet, do you have an example of it in use? :)
[QUOTE=Domino;27729339]Have you guys experimented with the shader that supposably makes hard corners smooth?
Just like chamfer with smoothing, but without chamfer?
I don't remember what it's called...[/QUOTE]
Anti-aliasing?
Multi-sampling?
Sub-division?
[editline]29th January 2011[/editline]
NVM, nVidia got it.
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