• Digital 3D Art v6
    4,999 replies, posted
I remember when I first looked at the Phenom x4 (first Phenom series), I didn't get the connection in the title until I actually read how many cores it had. Therefor, I would say that even though the core number (xX) reveals the number of cores, I would still go ahead and write the number of physical cores... I am still scratching my head around Intel, wondering what the heck went so right, and AMD not being able to compete, seeing as Intel only have half the amount of physical cores in their CPUs..
[QUOTE=Maya2008;28161358]Can't you guys take this HT argument else where?[/QUOTE] I'm done anyway. I'd post some high poly shit but I haven't got around to making any. [editline]20th February 2011[/editline] [QUOTE=Domino;28161389]I remember when I first looked at the Phenom x4 (first Phenom series), I didn't get the connection in the title until I actually read how many cores it had. Therefor, I would say that even though the core number (xX) reveals the number of cores, I would still go ahead and write the number of physical cores... I am still scratching my head around Intel, wondering what the heck went so right, and AMD not being able to compete, seeing as Intel having half the amount of physical cores in their CPUs..[/QUOTE] They patented the technology and everything surrounding it to make sure AMD couldn't do it.
Baaah, stupid patent stuff :P
[QUOTE=Domino;28161414]Baaah, stupid patent stuff :P[/QUOTE] It's funny really, they patented everything to do with "herp derp more than one thread per core" in the 90's and no-one questioned it because they didn't even know what they were patenting.
[img]http://filesmelt.com/dl/ColabottleRender.jpg[/img] And here it is.
Those droplets looks like they're frozen. [editline]20th February 2011[/editline] [img]http://filesmelt.com/dl/Aquarium0096.png[/img] Progress...
anyone got any tips on modelling clothes on characters in maya? at the moment i'm trying to use nurbs to get the shape as i'm unfamiliar with using the cloth system. trying to model a suit.
Heavily inspired by the best game of 2010, I decided to make a Salarian: [img]http://img208.imageshack.us/img208/1244/mordin1comb1.jpg[/img] Zbrush, 3ds Max and Vray. I also textured the armor, but had a couple fo uvw problems, so I jsut put on some shiny Vray materials. Some may notice that the eyes and mouth are not correct, and that's because I wanted to make it more human-like.
[QUOTE=Jeggis;28166607]Heavily inspired by the best game of 2010, I decided to make a Salarian: [img_thumb]http://img208.imageshack.us/img208/1244/mordin1comb1.jpg[/img_thumb] Zbrush, 3ds Max and Vray. I also textured the armor, but had a couple fo uvw problems, so I jsut put on some shiny Vray materials. Some may notice that the eyes and mouth are not correct, and that's because I wanted to make it more human-like.[/QUOTE] He looks so pristine. Clearly you know exactly how to nail the Mass Effect art style. :smile:
[QUOTE=Jeggis;28166607]Heavily inspired by the best game of 2010, I decided to make a Salarian: [img_thumb]http://img208.imageshack.us/img208/1244/mordin1comb1.jpg[/img_thumb] Zbrush, 3ds Max and Vray. I also textured the armor, but had a couple fo uvw problems, so I jsut put on some shiny Vray materials. Some may notice that the eyes and mouth are not correct, and that's because I wanted to make it more human-like.[/QUOTE] Something just looks wrong. I know you wanted to make it "more human" but lips just don't seem to fit at all. The model is great, but design not so much
I haven't played mass effect nor do I know what the aliens look like so I don't see how it doesn't fit. Ya'll just tainted with how you think ME stuff should look.
[QUOTE=TurbisV2;28169746]I haven't played mass effect nor do I know what the aliens look like so I don't see how it doesn't fit. Ya'll just tainted with how you think ME stuff should look.[/QUOTE] TBH I haven't played mass effect either. My pc is too shit to run second one and I never bothered with first one. The closest to ME aliens I've seen is from some promo posters Also it needs SSS
Jeggis; The model and texture looks sweet, but.. What's this? Looks like a unfitting seam. [img]http://filesmelt.com/dl/weird_texture.JPG[/img]
[QUOTE=johan_sm;28167415]Something just looks wrong. I know you wanted to make it "more human" but lips just don't seem to fit at all. The model is great, but design not so much[/QUOTE] I agree on the mouth. But the original Salarian lips are really ugly, and I wanted a "cleaner" look. But I'll see if I can make it more wider and less human. [QUOTE=Domino;28170119]Jeggis; The model and texture looks sweet, but.. What's this? Looks like a unfitting seam. [img_thumb]http://filesmelt.com/dl/weird_texture.JPG[/img_thumb][/QUOTE] Hmm, I think that's a render artifact, or perhaps just an illusion. Here's a screenshot from Zbrush with the texture (not polypaint): [img]http://img534.imageshack.us/img534/1179/mordinneck.jpg[/img] And as you can see from the texture maps above, there's no seam around the neck. :) [QUOTE=johan_sm;28169873]TBH I haven't played mass effect either. My pc is too shit to run second one and I never bothered with first one. The closest to ME aliens I've seen is from some promo posters Also it needs SSS[/QUOTE] I strongly recommend playing these games. If you've got an Xbox 360 or a PS3, then there's no excuse. ;) Also, SSS are on the list.
[QUOTE=Jeggis;28170606] I strongly recommend playing these games. If you've got an Xbox 360 or a PS3, then there's no excuse. ;) [/QUOTE]Nope I have neither.
[QUOTE=johan_sm;28170656]Nope I have neither.[/QUOTE] then... what do you have? a wii? also fucking around with some caustics too. but i totaly raped the values last render
[QUOTE=Lazore;28172147]then... what do you have? a wii? also fucking around with some caustics too. but i totaly raped the values last render[/QUOTE] I have NES,SNES and sega genesis. No nextgen consoles. I had a ps1 but it broke.
i ahve a wii
[img]http://img511.imageshack.us/img511/9997/ss20110220162946.png[/img] shitty couch [editline]20th February 2011[/editline] how do i make the sides better?
[QUOTE=johan_sm;28172367]I have NES,SNES and sega genesis. No nextgen consoles. I had a ps1 but it broke.[/QUOTE] I've had a few PS1's that are all broke [editline]20th February 2011[/editline] [QUOTE=Kybalt;28173960][img_thumb]http://img511.imageshack.us/img511/9997/ss20110220162946.png[/img_thumb] shitty couch [editline]20th February 2011[/editline] how do i make the sides better?[/QUOTE] Make the arm rests or whatever the english word is for them lower to the seat. [editline]20th February 2011[/editline] A good looking couch to me have armrests you can lay down and rest your head on without breaking your neck
[hd]http://www.youtube.com/watch?v=wK0fReHKEqg[/hd] Something I made a while ago. Believe it or not, 1,5 million particles. Droplets are too big though, so it doesn't look that way.
That's just beautiful! :D I loved the end, looked like it started to form some sort of alien. But.. Looked like there was an error in the middle [media]http://filesmelt.com/dl/Something_wrong.png[/media] [editline]21st February 2011[/editline] Me and my fiancé's rings ;) [img]http://filesmelt.com/dl/ringer.png[/img]
Yep, a frame of the simulation wasn't meshed for whatever reason.
[img]http://i52.tinypic.com/2w6te2f.png[/img] [editline]21st February 2011[/editline] better?
Yeah looks better now, but now the back is a tad high. Maybe lower it roughly 3/4 as much as you did with the arm rests, then it will look perfect.
I also think the sides should be slightly larger, in addition to what Dark-Energy said.
[QUOTE=Domino;28176402]That's just beautiful! :D I loved the end, looked like it started to form some sort of alien. But.. Looked like there was an error in the middle -pic- [editline]21st February 2011[/editline] Me and my fiancé's rings ;) [img_thumb]http://filesmelt.com/dl/ringer.png[/img_thumb][/QUOTE] Too reflective, put some blurred reflection onto the shader.
[QUOTE=Domino;28164631][img_thumb]http://filesmelt.com/dl/ColabottleRender.jpg[/img_thumb] And here it is.[/QUOTE] Small tip for you, there is a much faster and realistic way of going about condensation, texture maps. Look up condensation normal or depth maps depending on what you need, and set it up to work with your renderer so that the map affects both normal values and specular values. Then, on top of that if you want more detail, you can create two or three waterdrop models, which you can then use an array system or particle system to distribute them across the surface evenly and randomly. [B]EDIT: [/B]Here's a good condensation texture map: [IMG]http://cubeupload.com/im/AC7ytH.jpg[/IMG]http://cubeupload.com/im/AC7ytH.jpg I'll show you an example of what I mean after lunch if needed, it's quite a simple technique, but the results look quite good.
Maya2008: You could be right, although, they're white-gold, and really reflective. [IMG]http://filesmelt.com/dl/1298306612_picsay-1298306612.jpg[/IMG] [QUOTE=tarkata14;28188910]Small tip for you, there is a much faster and realistic way of going about condensation, texture maps. Look up condensation normal or depth maps depending on what you need, and set it up to work with your renderer so that the map affects both normal values and specular values. Then, on top of that if you want more detail, you can create two or three waterdrop models, which you can then use an array system or particle system to distribute them across the surface evenly and randomly. [B]EDIT: [/B]Here's a good condensation texture map: [url]http://cubeupload.com/im/AC7ytH.jpg[/url] I'll show you an example of what I mean after lunch if needed, it's quite a simple technique, but the results look quite good.[/QUOTE] I know texture maps could be a better solution, but I went with what particles, and thought that would look better.. I'm not gonna put more work into the cola bottle as of now, seeing as it only was a small assignment we did in school. But thanks for the tip nevertheless :) And I'll be sure to post something when I have time for it.
[img]http://img703.imageshack.us/img703/5428/ss20110221123734.png[/img] [editline]21st February 2011[/editline] now that it's UV'd, i'm not sure how to go about making fabric textures.
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