• Digital 3D Art v6
    4,999 replies, posted
Raping my CPU rendering some glass tubing curving around and shit + DoF. Shit's taking forever, but it might be cool when it's done. My Q6600 is getting raped, maybe I should OC it? I already have an aftermarket cooler, but loadtemps atm are 71C, 70C, 66C, 65C while rendering this. [editline]05:04AM[/editline] I'll post the render eventually. edit: no i wont. it sucks and is only 320x240. [editline]05:05AM[/editline] I started photoshop by accident while at 100% CPU load by accident. :suicide:
[QUOTE=Kybalt;23843113] I started photoshop by accident while at 100% CPU load by accident. :suicide:[/QUOTE] Yeah, try running iTunes and Chrome, starting a render THEN starting photoshop. Yeah, Painful. Especially when rendering with vRay.
Thought I would try to create an Alfa Romeo 156. Heavily work in progress. [IMG]http://i240.photobucket.com/albums/ff318/Tigris07/alfa156wip-1.jpg[/IMG] Wireframe just for fun. [IMG]http://i240.photobucket.com/albums/ff318/Tigris07/alfa156wire.jpg[/IMG]
I am running iTunes, uTorrent while DLing something with encryption on, rendering, and Chrome though. :v: [editline]06:12AM[/editline] [QUOTE=Stratic;23843654]Thought I would try to create an Alfa Romeo 156. Heavily work in progress. [/QUOTE] looks good, how long you been working on it? And can someone please help me with the screw problem I'm having a few posts up?
[QUOTE=wingless;23840828]Why do you use dx ripper when you can just extract the models from the mpq archive and use an m3 importer on it, you get bones, textures everything with that. Instead of having to work polygon by polygon.[/QUOTE] Thanks, i didn't know about that.
I thought vRay was awesome and fast.
[QUOTE=BmB;23846585]I thought vRay was awesome and fast.[/QUOTE] It is.
Well, progress. Got to fix various seams, make the metal parts look less like ass and maybe add some detail like stitches and whatnot. [img_thumb]http://i.imgur.com/usIGx.jpg[/img_thumb] Keep in mind that I'm working on a 2048x2048 map, when I'm done I'll downsize it to 512x512.
I like it, but the colors on the ear thingies.. are pretty weird
I'm working on some sand in 3DS Max. Does anyone know what kind of noise I can use to get the structure of sand, like in [url=http://background-wallpaper.110mb.com/images/Wallpapers1600/Beach-Wallpaper/Sand-Dunes-Soft.jpg][u]this[/u][/url] or [url=http://www.maxarea.com/data/articles/124/img/SAND.JPG][u]this[/u][/url] picture? [img]http://www.imgdumper.nl/uploads3/4c5ada84a62e1/4c5ada848e022-Sand.png[/img]
Looks... what is it called... voronoi ish. Might be better off with a displacement map.
[QUOTE=kevlar jens;23847845]Keep in mind that I'm working on a 2048x2048 map, when I'm done I'll downsize it to 512x512.[/QUOTE] God damn That's rarely the best idea (though I've done 1024-512 on head models). Hope you've planned ahead to combat bleeding!
The texture is not very detailed (probably didn't need something as big as 2048 to begin with but I like the flexibility) so downsizing isn't too obvious. Here's a quick comparison I did [img_thumb]http://i.imgur.com/9E41h.jpg[/img_thumb]
[QUOTE=BmB;23846585]I thought vRay was awesome and fast.[/QUOTE] It is but it eats CPU like a its a box of Reese's Puff cereal. My Q9550 is abused by 3ds max (often multiple instances of it), photoshop open with a movie playing in VLC or on Firefox with a few MSN windows open and a dash of web browsing...I pitty the little guy.
[QUOTE=BmB;23848305]Looks... what is it called... voronoi ish. Might be better off with a displacement map.[/QUOTE] Yeah, it turned out pretty well with a noise/smoke displacement map: [img]http://www.imgdumper.nl/uploads3/4c5ae5e34ac10/4c5ae5e3413b4-Sand3.png[/img] Now I just need to up the poly count without making Max crash (it's only 100 by 100 right now).
I meant a bitmap.
If you mean a bitmap of sand, then I can't use that. I need to be able to alter the terrain.
[QUOTE=Overv;23848852]Yeah, it turned out pretty well with a noise/smoke displacement map: [img]http://www.imgdumper.nl/uploads3/4c5ae5e34ac10/4c5ae5e3413b4-Sand3.png[/img] Now I just need to up the poly count without making Max crash (it's only 100 by 100 right now).[/QUOTE] The holes in sand are too deep.
I'm not sure how a bitmap displacement map prevents that. Even so you ignored the advice I gave you when you asked for it. You're still using plain noise when I told you the structure of sand looked more voronoi ish.
Just put some wood textures on the AK. [img]http://www.upload.ee/image/725844/3rdrendertextureswood.png[/img] I'll update tomorrow. Also: 300th POST :v: fuck yea! :fuckyou:
[QUOTE=wingless;23843329]Yeah, try running iTunes and Chrome, starting a render THEN starting photoshop. Yeah, Painful. Especially when rendering with vRay.[/QUOTE] What about some prime 95 ?
[QUOTE=BmB;23852502]I'm not sure how a bitmap displacement map prevents that. Even so you ignored the advice I gave you when you asked for it. You're still using plain noise when I told you the structure of sand looked more voronoi ish.[/QUOTE] Oh, I get what you mean now. Sorry.
Anyone got some good Blender or Maya 2011 texturing tutorial?
[QUOTE=Blind Weasel;23854673]Just put some wood textures on the AK. [img]http://www.upload.ee/image/725844/3rdrendertextureswood.png[/img] I'll update tomorrow. Also: 300th POST :v: fuck yea! :fuckyou:[/QUOTE] I'd say that you need to spend more time really packing in the detail. You've got a blockout there, nothing more. You need to really look at how the metal is bending and the smaller parts of it before you even worry about texture. You're doing the whole extruded pieces method, which isn't exactly going to give you a good representation of the real thing. You need to put curves into the corners. Get tons of references, watch Racer's AK tutorial.
[IMG]http://i14.photobucket.com/albums/a345/ajackss/Rendas-2.png?t=1281056649[/IMG] [IMG]http://i14.photobucket.com/albums/a345/ajackss/redasw2.png?t=1281056613[/IMG] [img]http://i14.photobucket.com/albums/a345/ajackss/jaz.png?t=1281057435[/img] The detail work on the side isn't needed since this building is butted up against buildings on either side. [editline]01:43AM[/editline] [QUOTE=Overv;23849144]If you mean a bitmap of sand, then I can't use that. I need to be able to alter the terrain.[/QUOTE] Found this after 25 seconds of google, [url]http://www.maxarea.com/article.php?id=124[/url] It's not in english but it's easy to see what they are doing.
[QUOTE=Ajacks;23859359][IMG_THUMB]http://i14.photobucket.com/albums/a345/ajackss/Rendas-2.png?t=1281056649[/IMG_THUMB] [IMG_THUMB]http://i14.photobucket.com/albums/a345/ajackss/redasw2.png?t=1281056613[/IMG_THUMB] [img_thumb]http://i14.photobucket.com/albums/a345/ajackss/jaz.png?t=1281057435[/img_thumb] The detail work on the side isn't needed since this building is butted up against buildings on either side.[/QUOTE] Hey even the huge flat surface looks great. Good work. Usually people would be filling it with greeble to "break it up" or whatever and not have it look as good.
[QUOTE=BmB;23861115]Hey even the huge flat surface looks great. Good work. Usually people would be filling it with greeble to "break it up" or whatever and not have it look as good.[/QUOTE] Thanks man! I've studied a lot for this project to actually make a realistic feeling cityscape and I feel that it's going to really pay off in the end.
Can't wait to see when it all starts coming together to make such a cityscape.
Wow you guys know what your doing. Im jelous. :v:
[HD]http://www.youtube.com/watch?v=HY3lJ-zOn1g[/HD] Has a few simulation errors, but it looks pretty good. :allears:
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