• Digital 3D Art v6
    4,999 replies, posted
I wish I had the patience to learn this stuff
[QUOTE=BipolarPanda;27940307]I wish I had the patience to learn this stuff[/QUOTE] Get someone on steam or something to teach you. It's much more fun that way. Also teamviewer is a great remote view/support program :)
[QUOTE=johan_sm;27940733]Get someone on steam or something to teach you. It's much more fun that way. Also teamviewer is a great remote view/support program :)[/QUOTE] Dai started to a while back, but he hasn't been on in a while
My jello simulation: [media]http://www.youtube.com/watch?v=xRAo-4DZKlQ[/media] Jello Sim using C++ ported result into maya and rendered with mental ray. the top surface normal is a bit funky right now.
A bit too slippery, dont you think? Last time I checked, jello would stick to whatever surface you drop it on.
Agree, I haven't implemented friction yet.
Makes sense then.
[QUOTE=Saxor16;27936113]Unless you make the hair look not like shit. (see: uncharted games, final fantasy xiii) Unless the engine can't handle 50 planes/3000 polygons of opacity mapped hair, or you don't have the skill to do it (it's alot harder than it looks, i can't even do it.) [editline]8th February 2011[/editline] Yep, looks like a 14 year old boy in AC cosplay.[/QUOTE] Source probably can't handle that much transparency, or not at a high enough quality like this picture. [img]http://udn.epicgames.com/Three/rsrc/Three/CreatingHairUsingAlpha/Hair_06.jpg[/img] [img]http://udn.epicgames.com/Three/rsrc/Three/CreatingHairUsingAlpha/Hair_07.jpg[/img] That looks quite awesome imo, because it actually looks like volumetric hair ingame.
compiled the final version for my cover image: [img]http://fc09.deviantart.net/fs70/i/2011/040/c/2/plasmon_coupling_by_fadingz-d395cg8.jpg[/img] (watermark for publishing reasons)
[QUOTE=Saxor16;27940289]Done by hand. Four seperate uvs. (picture is all four put together in photoshop) [img_thumb]http://img831.imageshack.us/img831/3851/clump1.jpg[/img_thumb][/QUOTE] Don't model the rails the way you did. Do it like this: [img]http://pac.gmod.de/Modeling/XSI/Tutorials/rails.PNG[/img] It doesn't take as much polys as your method does.
updated the material and normal [media]http://www.youtube.com/watch?v=Z3JINkIbIms[/media] [editline]9th February 2011[/editline] will add friction next.
Why is jello sliding though?
no friction yet, as mentioned before
Then make friction then! :D BTW, anyone tried using softbody as skin? I mean, it should work perfect, considering skin is soft, and can somewhat deform.. So, making a thiner mesh inside of the "skin", and making a somewhat thick "skin" mesh outside that works like a thick shell, then using softbody.. Want to make that myself, but I'm not that advanced into character design yet.
Yes you can and that's one of uses for softbodies...
From my experience with reactor softbody i'd expect it to explode into a ball off hellfire. [editline]9th February 2011[/editline] [QUOTE=Pac_187;27951641]Don't model the rails the way you did. Do it like this: [img_thumb][URL]http://pac.gmod.de/Modeling/XSI/Tutorials/rails.PNG[/URL][/img_thumb] It doesn't take as much polys as your method does.[/QUOTE] How can you tell what part of the uv is which :frog:
[QUOTE=Maya2008;27952613]updated the material and normal [media]http://www.youtube.com/watch?v=Z3JINkIbIms[/media] [editline]9th February 2011[/editline] will add friction next.[/QUOTE] Looks cool.
[QUOTE=Saxor16;27956528]From my experience with reactor softbody i'd expect it to explode into a ball off hellfire. [editline]9th February 2011[/editline] How can you tell what part of the uv is which :frog:[/QUOTE] Experience, made the same mistakes. Nearly everyone does ;) Also, it isn't hard to puzzle the UV in the head, once you have seen a picture of the model itself.
[QUOTE=Domino;27955282]Then make friction then! :D BTW, anyone tried using softbody as skin? I mean, it should work perfect, considering skin is soft, and can somewhat deform.. So, making a thiner mesh inside of the "skin", and making a somewhat thick "skin" mesh outside that works like a thick shell, then using softbody.. Want to make that myself, but I'm not that advanced into character design yet.[/QUOTE] It's possible, but not very practical. If character skin deformation was needed, I would go about it with maps that create the illusion of deformation on the mesh when collided with. With Tesselation or even just depth maps a pretty good effect could be achieved at a much smaller cost to performance.
[QUOTE=tarkata14;27973069]It's possible, but not very practical. If character skin deformation was needed, I would go about it with maps that create the illusion of deformation on the mesh when collided with. With Tesselation or even just depth maps a pretty good effect could be achieved at a much smaller cost to performance.[/QUOTE] Performance?
[img]http://img98.imageshack.us/img98/8899/27283544.png[/img] Adding more things into my scene. This render will take a long while... lol
Hi [media]http://www.youtube.com/watch?v=gbUPrR3L2Ck[/media] Looks kind of like it was lost in the ocean for 50 years. [editline]11th February 2011[/editline] Here's a still image. (it uses 4 2048^2 textures) [img]http://img691.imageshack.us/img691/7563/gggguuunnnnf.png[/img] [editline]11th February 2011[/editline] Reference, for reference. [url]http://img152.imageshack.us/img152/4233/m82withoutgrenade010li.jpg[/url]
green trigger looks dumb and so does the yellow
Because it's obviously intentional right?
[QUOTE=Saxor16;27981273]Why did you even need to point that out? Was it not obviously unfinished enough that you actually thought I made them like that on purpose? Do you think I am retarded? "untextured solid yellow chunk of model.. neon green trigger.. radioactive blue grenade launcher.. obviously intentional, better comment about it."[/QUOTE] honestly yes. i'm tired. :v: did you feel the need to be a dick about it?
I did. Because it was super annoying. Go to sleep goldy.
[QUOTE=Saxor16;27979977]Hi [media]http://www.youtube.com/watch?v=gbUPrR3L2Ck[/media] Looks kind of like it was lost in the ocean for 50 years. [editline]11th February 2011[/editline] Here's a still image. (it uses 4 2048^2 textures) [img_thumb]http://img691.imageshack.us/img691/7563/gggguuunnnnf.png[/img_thumb] [editline]11th February 2011[/editline] Reference, for reference. [url]http://img152.imageshack.us/img152/4233/m82withoutgrenade010li.jpg[/url][/QUOTE] The whole gun is very scratched and dirty, yet the scope is spotless and shows a perfect reflection. Add a cover or something so it's more believable
Scope was added on later.
[QUOTE=Dotmister;27989777]The whole gun is very scratched and dirty, yet the scope is spotless and shows a perfect reflection. Add a cover or something so it's more believable[/QUOTE] Yeah, at first I only put the filthy texture because I was lazy to do a real texture (dirty = lack of details wont show) but now I am thinking about having both a dirty and fresh version.
Quick test render. [media]http://www.youtube.com/watch?v=tq0YYPMWKM4[/media] Animating the yellow one for the next version. [editline]11th February 2011[/editline] screen shot with animated yellow cube: [img]http://img96.imageshack.us/img96/6494/shot1x.png[/img]
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