• Digital 3D Art v6
    4,999 replies, posted
[IMG]http://filesmelt.com/dl/Pepsi01.png[/IMG] The spec map isn't perfect, but good enough.
[QUOTE=Stathis;24381626]If the background is a single picture and not an hrdi then just a plane with a compositing tag and checked the Compostiting Background option. And the same background material to it. If the background picture is a hrdi sky then it's a bigger process.[/QUOTE] Yeah it's hdri from spheres around the scene. Had to use a shadow catcher plugin and then use photoshop to get the shadow, too much effort for what I want :/
[QUOTE=Jeggis;24382838][IMG]http://filesmelt.com/dl/Pepsi01.png[/IMG] The spec map isn't perfect, but good enough.[/QUOTE] Can is way too tall for just a can of Pepsi, looks more like a Lager can to me.
[QUOTE=cyanidem;24383289]Yeah it's hdri from spheres around the scene. Had to use a shadow catcher plugin and then use photoshop to get the shadow, too much effort for what I want :/[/QUOTE] I suggest you then to take a look at the preset 11_HDRI_Environment at the content browser
[QUOTE=DOG-GY;24376219]Copyright pay me pls :v:[/QUOTE] :20bux:
Can anyone explain me why is this happening when I apply an image to the plane? [IMG]http://imgur.com/eQ4KL.jpg[/IMG] I'm doing the Facade modeling tutorial from here [url]http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Tutorials/index.html[/url]
[QUOTE=Andreewww;24386146]Can anyone explain me why is this happening when I apply an image to the plane? [IMG]http://imgur.com/eQ4KL.jpg[/IMG] I'm doing the Facade modeling tutorial from here [url]http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Tutorials/index.html[/url][/QUOTE] Real world mapping scale.
[QUOTE=nVidia;24386475]Real world mapping scale.[/QUOTE] Well I enabled "Use Real-World Texture Coordinates" if that's what you mean, which is part of the tutorial but it doesn't help
[QUOTE=Andreewww;24386692]Well I enabled "Use Real-World Texture Coordinates" if that's what you mean, which is part of the tutorial but it doesn't help[/QUOTE] No, because you need to disable it.
[QUOTE=nVidia;24386828]No, because you need to disable it.[/QUOTE] Awesome, thanks
progress :science: [IMG]http://i38.tinypic.com/30tjtkp.png[/IMG]
[QUOTE=MetalToast;24393351]progress :science: [IMG_thumb]http://i38.tinypic.com/30tjtkp.png[/IMG_thumb][/QUOTE] Looks pretty cool. Could you post a wire?
[QUOTE=johan_sm;24393549]Looks pretty cool. Could you post a wire?[/QUOTE] like wireframe? or the textured polys with the edges on?
[QUOTE=MetalToast;24393728]like wireframe? or the textured polys with the edges on?[/QUOTE] Uh, is there a difference? Both show edge lines...
whats the point for requesting a wireframe when you can see the polys?
[QUOTE=johan_sm;24393770]Uh, is there a difference? Both show edge lines...[/QUOTE] well wireframe shows all the edges behind too so it looks really complicated but i'll post the edges in a little bit
[QUOTE=Lazore;24393821]whats the point for requesting a wireframe when you can see the polys?[/QUOTE] Yeah I once thought that too, but after a dude showed me his wireframe it looked nothing like I imagined, even though the model was very simple. So I am asking just to be sure
[IMG]http://i34.tinypic.com/2ynse88.png[/IMG] [IMG]http://i35.tinypic.com/dnygrq.png[/IMG] [IMG]http://i34.tinypic.com/oayt6f.png[/IMG] I don't know what good and bad geometry looks like so please feel free to tell me \/:v:\/
Oh god so many ngons. And triangles.
[QUOTE=johan_sm;24394655]Oh god so many ngons. And triangles.[/QUOTE] ...Which doesn't really matter unless you're going to put it into a game.
[QUOTE=nVidia;24394764]...Which doesn't really matter unless you're going to put it into a game.[/QUOTE] Or any other app for that matter. Or subD Or clean ngons is something you shouldn't get used to.
[QUOTE=johan_sm;24394918]Or any other app for that matter. Or subD Or clean ngons is something you shouldn't get used to.[/QUOTE] Once you know the program, its not hard to fix them, unless its billions of them. or, actually i have no idea how other programs handle them.
[QUOTE=Lazore;24395065]Once you know the program, its not hard to fix them, unless its billions of them. or, actually i have no idea how other programs handle them.[/QUOTE] It's very easy to fix them. But it should be done the time they appear, not when there's tons of them.
[QUOTE=johan_sm;24395149]It's very easy to fix them. But it should be done the time they appear, not when there's tons of them.[/QUOTE] they're already fixed
[img]http://gyazo.com/a83841e6795f143aa351d20a841096be.png[/img] Which horn looks better? Yeah, slow progress. I work on/off this.
Black one seems more fitting.
Black with a dark cherry red would look cool.
[QUOTE=MetalToast;24394328][IMG_thumb]http://i34.tinypic.com/2ynse88.png[/IMG_thumb] [IMG_thumb]http://i35.tinypic.com/dnygrq.png[/IMG_thumb] [IMG_thumb]http://i34.tinypic.com/oayt6f.png[/IMG_thumb] I don't know what good and bad geometry looks like so please feel free to tell me \/:v:\/[/QUOTE] That's way to high poly to put in game so why are you using such low poly cylinders?
[QUOTE=~ZOMG;24408270]That's way to high poly to put in game so why are you using such low poly cylinders?[/QUOTE] Seems good to me.
did he even say its for a game? Johan, read again, "way too much for a game."
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