[QUOTE=nVidia;23681656]That's weird, my longest render ever for a single image has probably been about 15 hours. Because of it's Über resolution.
[img_thumb]http://img130.imageshack.us/img130/18/imperiallogo03hueg.jpg[/img_thumb]
:smug:[/QUOTE]
I probably have really unoptomized Vray settings, I've just started with it.
any way here's the wheel.
[IMG]http://i31.tinypic.com/2ivju38.jpg[/IMG]
that's the medium/low quality one. Meh. It's not the greatest render but I assure you the model is very detailed. I would do a bunch of close up renders to show all the detail but it's very tedious as each render takes at least an hour and I can't do much else while 3dsmax is eating my processor.
nvidia your pic just lagged the SHIT out of my computer, but it's fucking awesome. nice job
[QUOTE=Barnhouse;23692735]I probably have really unoptomized Vray settings, I've just started with it.
any way here's the wheel.
[IMG]http://i31.tinypic.com/2ivju38.jpg[/IMG]
that's the medium/low quality one. Meh. It's not the greatest render but I assure you the model is very detailed. I would do a bunch of close up renders to show all the detail but it's very tedious as each render takes at least an hour and I can't do much else while 3dsmax is eating my processor.[/QUOTE]
That REALLY took that long?
Are you on a Pentium 3 or something? Send me the .max file and a copy of vray and we shall see how well my i7 920 handles it :smug:.
[QUOTE=NeoShinsei;23693467]That REALLY took that long?
Are you on a Pentium 3 or something? Send me the .max file and a copy of vray and we shall see how well my i7 920 handles it :smug:.[/QUOTE]
No, I have no idea why it takes that long.
I got a Core 2 quad @ 3ghz
Nvidia 470 GTX
4GB of RAM
Can someone just like upload a good studio render preset for Vray?
your graphics card doesn't matter, you know that right?
[url=http://www.amazon.co.uk/Essential-Zbrush-Wordware-Graphics-Library/dp/1598220594/ref=cm_cr_pr_product_top]Just ordered the book [i]Essential Zbrush[/i].[/url]
[QUOTE=DOG-GY;23694650]your graphics card doesn't matter, you know that right?[/QUOTE]
[url=http://filesmelt.com/dl/Vray_Final.rps]Here[/url] is the one I'm currently using.
[QUOTE=Barnhouse;23692735]I probably have really unoptomized Vray settings, I've just started with it.
any way here's the wheel.
[IMG]http://i31.tinypic.com/2ivju38.jpg[/IMG]
that's the medium/low quality one. Meh. It's not the greatest render but I assure you the model is very detailed. I would do a bunch of close up renders to show all the detail but it's very tedious as each render takes at least an hour and I can't do much else while 3dsmax is eating my processor.[/QUOTE]
I think you need to look into your settings, theres no way in hell that should've taken an hour.
Also could I see a wire? I'm curious how that is 110k+ polys.
You guys might find interest in [url=http://www.facepunch.com/showthread.php?t=977628]my latest thread[/url]. Hosting a section contest with a category in 3D, offering a nice book. :buddy:
Decided to make [b]another[/b] classic weapon. Hopefully this will be my last urge to do so. This time, it is the PPK12 Gauss Pistol from Fallout 2. There is one in Fallout Tactics, too; but, I do not plan to play it because it is non-canon. The picture from Fallout Tactics influenced the model, though.
Based on this image of it (The only size of this image you will find): [img]http://images2.wikia.nocookie.net/__cb20050510042032/fallout/images/3/3e/GAUSSPTL.gif[/img]
[img_thumb]http://lh5.ggpht.com/__9-i1bAPj4c/TFDqAtoGw8I/AAAAAAAACmQ/nYq7wmAQuUM/PPK12_Gauss_Pistol_Render1.png[/img_thumb]
Already imported it this time. Only thing it needs now is the UV map and texture, which I plan to do soon.
is the gauss pistol just a short gauss rifle or were there actual differences?
[editline]05:49AM[/editline]
also only 4 more days left in Ukraine then i can get back to making amazing fucking soda cans and shit.
If you mean by art, there are differences. But, I merely modeled them after their references. They look similar because their classic counterparts looked similar.
If you mean by function, not really.
well i meant by art, i think? like how a sawnoff 12 gauge is really like a 12 gauge.
I did a render of my rocks & grass scene at 1280x800 pixels. It took ~1 hour 45 minutes, but seeing as I had a new image width the grass didn't cover the entire area.
So I decided to re-render, but with a bit higher settings. rendering took 4 hours and had 5 hours left at prepass 2/3, so I said fuck it and will now render and the normal settings :saddowns:
Hmm, not sure where i'm going with this.
[img]http://www.filepak.com/5/9_Ren2.jpg[/img]
you're [i]going[/i] to make your curbs not plastic and fix those light spots, [i]riiiiiiiight?[/i]
other than that love the lighting on the trees. What are they, custom made, xfrog, terragen mayhaps? Can't be RPCs with lighting like that.
Well, all 800,000 polygons or so per tree is generated by a plugin I got awhile ago called Tree Storm, goes together with a seperate program called OnyxGarden Tree Classic.
They're not professional looking programs or website for that matter, but the results are surprisingly good.
I fixed the render a little bit, just changed my previous post instead of posting it again.
I want to add some houses but it seems alot of work for a backdrop that you'd hardly see.
Okay I've done some optomizing on my BMX wheel, it's now 63,000 polys. For some reason turning objects that I'd used boolean on back into editable poly took off 10k polys or so. I also removed a few internal parts that you don't really see. The spokes take up a lot of polys, but I cannot be bothered to do them again.
[editline]01:31PM[/editline]
[QUOTE=paul simon;23695048][url=http://filesmelt.com/dl/Vray_Final.rps]Here[/url] is the one I'm currently using.[/QUOTE]
This is great, thanks. I can now render a fairly high resolution image in 5 minutes or so. Also how do I remove the vray watermark?
[editline]01:43PM[/editline]
Okay here's the 5 minute render
[IMG]http://i32.tinypic.com/15ee4j6.jpg[/IMG]
any way to get a bit less noise on the shadows?
By the look of the studio render, the way you want to get less noise in the shadows is by turning up the Indirect Illumination Quality, more specifically the subdivisions on the Light Cache.
Usually the watermarks is a licensing issue though, It usually only happens in the demo version.
Hey guys, I'm trying to get started on making 3D art, and I've started using my brother's copy of 3DS Max. Can anyone tell me how to color in certain area of an object, since I'm a dumbass and can't seem to find it anywhere?
[QUOTE=Danyull;23714656]Hey guys, I'm trying to get started on making 3D art, and I've started using my brother's copy of 3DS Max. Can anyone tell me how to color in certain area of an object, since I'm a dumbass and can't seem to find it anywhere?[/QUOTE]
Can you be more specific? The question is a little vague.
Do you want certain portions of a model to have different colors than other portions? If that's the case then you are looking at either texturing (usually better, but more time consuming) or per-face shader assignment (usually worse, but easier and faster).
Texturing is the process of creating a 2d image and mapping it onto an object, the norm for "coloring" 3d objects. Look up some basic tutorials on UV mapping (controlling how the 2d image is applied to the 3d object) and basic texture creation (color maps, specular, bump, normal, etc). This process is time consuming, and a little hard for new people, but learning it well is extremely rewarding and necessary for any complete 3d project.
Example:
[IMG]http://i5.photobucket.com/albums/y192/BobMa/2010-07-29_1725.png[/IMG]
Per-face shader assignment, while less desirable, may work for your needs and is much easier to figure out. This is as easy as creating as many materials/shaders for the colors needed for your object and applying each color to the particular faces you need. This unfortunately usually creates distinct lines in the model between faces and in the long run should not be relied on. This also limits your options on how colors can be applied since you are restricted by the topology, or the layout of polygonal data.
Example:
[IMG]http://i5.photobucket.com/albums/y192/BobMa/2010-07-29_1711.png[/IMG]
I hope that is what you were looking for, if not... sorry for wasting your time ha.
Valve, imitation is the most sincere form of flattery.
[img]http://i14.photobucket.com/albums/a345/ajackss/render-5.png[/img]
[QUOTE=Ajacks;23716436]Valve, imitation is the most sincere form of flattery.
[img]http://i14.photobucket.com/albums/a345/ajackss/render-5.png[/img][/QUOTE]
Shit! That looks very useful.
I've updated on valves formula with my own practical twist.
[IMG]http://i14.photobucket.com/albums/a345/ajackss/lighaass.png?t=1280466421[/IMG]
Well, shit. After 24 hours my render had done nothing at all..
Daymn, Ajacks, You even make nice dev textures!
[QUOTE=~ZOMG;23727353]Daymn, Ajacks, You even make nice dev textures![/QUOTE]
Aijacks makes nice everything (he doesn't actually model he takes photos).
[QUOTE=Ajacks;23716436]Valve, imitation is the most sincere form of flattery.
[img]http://i14.photobucket.com/albums/a345/ajackss/render-5.png[/img][/QUOTE]
shame it's not in metric but still nice
[QUOTE=Yur|ko;23727491]Aijacks makes nice everything (he doesn't actually model he takes photos).[/QUOTE]
What do you mean by: "doesn't actually model"?
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