I have an idea on how to make it more dr. Who-ish, but my idea involves 3ds Max and Vray. :(
It might be possible to implement a similar technique on Maya as well, but I'm not sure.
Also progress on the Brick wall scene:
[IMG]http://i268.photobucket.com/albums/jj21/TheRuikuli/ruins4.jpg[/IMG]
Not much progress since my last post, but I was away from Max last week and school just started.
I'm working on a short cartoony animation, I don't know what it'll be like or anything yet, I'm still working out the rendering style.
you wouldnt have blocks that clean on the missing sections. break them up and have fragments of broken bricks on the floor.
Tree looks a bit off. Like a snake.
i see some of the bricks has repetitive bumps, or am i just being a dick?
[QUOTE=Lazore;24015012]i see some of the bricks has repetitive bumps, or am i just being a dick?[/QUOTE]
Wtf? How are you being a dick?
[QUOTE=Hayate;24014943]Tree looks a bit off. Like a snake.[/QUOTE]
This is something that does stand out.
It looks like you don't have any sort of barkish bump map on the tree.
[QUOTE=edja007;24015310]Wtf? How are you being a dick?[/QUOTE]
figure of speech
Thanks for the feedback guys, I appreciate it.
[QUOTE=Sparkwire;24014821]you wouldnt have blocks that clean on the missing sections. break them up and have fragments of broken bricks on the floor.[/QUOTE]
Hmm.. You have a point. I'll look into that.
[QUOTE=Hayate;24014943]Tree looks a bit off. Like a snake.[/QUOTE]
That's because I still haven't bothered to add any kind of texture yet. I'll probably add some more branches as well, but that comes later.
[QUOTE=Lazore;24015012]i see some of the bricks has repetitive bumps, or am i just being a dick?[/QUOTE]
The wall is actually made of 1 brick that is turned around to add some sort of randomness to it (I'm such a bum :v:). I also tried to cover that up with ivy, but it still looks too repetitive to me. The problem lies within the bump and/or displacement map. I edited the texture and it'll hopefully look less repetitive.
If you meant the "tears" on the sides that is caused by the Vray displacements. I checked the 'keep continuity' which should prevent that from happening, but so far it has been ineffective. I'm hoping that the renewed maps will have positive effect on that. I'd hate to remake the wall.
[QUOTE=Sheogorath;24014153]I have an idea on how to make it more dr. Who-ish, but my idea involves 3ds Max and Vray. :(
It might be possible to implement a similar technique on Maya as well, but I'm not sure.
[/QUOTE]
I have Vray for Maya, and I can redo all my materials so they're renderable with Vray. At the moment I'm using mental ray to render. Still only rendering at 640 by 480 on basic settings because rendering in HD 720p takes ages.
[QUOTE=Acezorz;24016330]I have Vray for Maya, and I can redo all my materials so they're renderable with Vray. At the moment I'm using mental ray to render. Still only rendering at 640 by 480 on basic settings because rendering in HD 720p takes ages.[/QUOTE]
Well, my idea is to make the tube using VrayEnvironmentFog. First make the tube so it has thickness and endcaps. Then add the environmentfog to the scene and as the gizmo use the tube you made. Then make the tube so it won't show in the render, use a noise map with turbulence for the thickness (and use world xyz, not object xyz) and for the emission and color use a regular noise map with the desired colors (blue/purple, red/yellow). Then play around with the settings to give it the desired effect.
This is what I made in Max using that method:
[IMG]http://filesmelt.com/dl/drwho.jpg[/IMG]
In that pic the only changed parameter in the fog is the distance. It is also important to use different noise maps for emissive/color map and density map or else only the other color of the tube.
With more tweaking the effect can be made better.
Still, this is based on Max and I have no idea if this is possible in Maya, but hopefully it'll give at least some inspiration. :)
[editline]12:08AM[/editline]
Actually, I just watched the intro and the tunnel looks different, but that can be fixed by using a different density map.
Anyone got any links to some good unwrapping tutorials for Max?
Hey, guys, how the fuck do I get smoothing in Cinema 4D?
NOTHING WORKS!
[QUOTE=broo20;24021980]Hey, guys, how the fuck do I get smoothing in Cinema 4D?
NOTHING WORKS![/QUOTE]
phong tag / hyper nurbs
[QUOTE=Sheogorath;24017692]Well, my idea is to make the tube using VrayEnvironmentFog. First make the tube so it has thickness and endcaps. Then add the environmentfog to the scene and as the gizmo use the tube you made. Then make the tube so it won't show in the render, use a noise map with turbulence for the thickness (and use world xyz, not object xyz) and for the emission and color use a regular noise map with the desired colors (blue/purple, red/yellow). Then play around with the settings to give it the desired effect.
This is what I made in Max using that method:
[IMG]http://filesmelt.com/dl/drwho.jpg[/IMG]
In that pic the only changed parameter in the fog is the distance. It is also important to use different noise maps for emissive/color map and density map or else only the other color of the tube.
With more tweaking the effect can be made better.
Still, this is based on Max and I have no idea if this is possible in Maya, but hopefully it'll give at least some inspiration. :)
[editline]12:08AM[/editline]
Actually, I just watched the intro and the tunnel looks different, but that can be fixed by using a different density map.[/QUOTE]
Thank you very much, I'm gonna try this tomorrow. Will post results when I'm done!
Does anyone here use Maya2011?
Yup, I do.
[QUOTE=Acezorz;24033278]Yup, I do.[/QUOTE]
Me too
I just realised, the video that I posted doesn't actually have the smoke effects I put in, because I accidentally overwrote the Trapcode particular with the lightning as I put it on the same solid layer.
Fixing that now.
So I got the absolute basics of texturing/UVing down. The pink thing is a sign I was going to texture before I realized the building is entirely too small.
[IMG]http://filesmelt.com/dl/blup.png[/IMG]
Yes, that building would never work in real life.
naah its not to small, add collums on the edges and add a wireing box on the wall, then some gutter on the top and you got your self a new building
[editline]leet[/editline]
also is that hl2 textures? looks like it
Thanks! I'll work on it more when I get back to my computer on Monday.
Also, I actually made the texture myself with stuff from cgtextures.
[QUOTE=RedStar;24044092]Thanks! I'll work on it more when I get back to my computer on Monday.
Also, I actually made the texture myself with stuff from cgtextures.[/QUOTE]
even better! looked really like hl2 with the stuff in the windows and suchs.
[img_thumb]http://i33.tinypic.com/2wgcehc.png[/img_thumb]
(hint: click on it)
Hah, I saw that and immediatly wanted to do it myself
Companion Cube is awesome.
[img]http://www.filepak.com/9/4_Cube.jpg[/img]
Ok, I seriously want to start doing more 3D work, and something's telling me that nobody uses C4D (I can't find any tutorials on it)
So my question to you 3D gurus is, what program should i start out with? And what tutorials/books should I follow? I'm guessing that most people use 3DS Max, should I use the trial version of 2011, or use the full copy of 3DS Max 8 I have somewhere?
There's tons of Cinema 4D tutorials...
There are plenty of tutorials for C4D, 3DS Max, and Maya. Don't choose of of what has the most starter tutorials, choose your program that best matches your workflow.
If you end up attempting to learn 3ds max, I definitely recommend buying "Introduction to 3ds Max: The Fundamentals" by 3DBuzz. It's around 90 dollars, 105 hours of lesson, and it really gets you on your feet with the program. Same with their Maya course.
I very much prefer C4D, so I guess i'll stick with that. And i'm gonna try and render text from far away at a high resolution so you can see it clearly. Like nVidia's emblem thing. (i think it was nVidia).
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