• Digital 3D Art v6
    4,999 replies, posted
[QUOTE=johan_sm;24555894]If you're talking about uvlayout, then no he did not. I use uvlayout too. It produces amazing quality uvs in a very short time. It's made for people who do not want to sit for days stretching and squeezing one map. Especially useful if you have a project that you have to do in a short time.[/QUOTE] We aren't talking about the same uvlayout then, the uvlayout I know lets you cut pieces of the model and flatten them, then you can rotate/scale/move as well as cut/weld them as you please. the only thing that was done automatically was the distribution of the separate pieces which was the optimal distribution that the program could find, I think the problem is those 2 big pieces welded together, I'll probably go back and work on a better UV. [editline]09:43AM[/editline] [QUOTE=DOG-GY;24557802]I know it isn't the software's fault. What I mean is that I use addons and such to aid my mapping. For instance, I've got TexTools for Max and it's a huge help. It gets a lot of the job done, but it takes manual editing (a lot of realigning) to make it a good uv.[/QUOTE] UVLayout isn't some magical tool, you still have to do most of the work, the difference is that unlike 3ds max or maya, it lets you select edges and edge loops and separate the object into multiple pieces, then you can flatten each piece separately, and maybe weld some of them back together if possible. Think of it as a virtual skinning tool :v:
[QUOTE=DeanWinchester;24562870]We aren't talking about the same uvlayout then, the uvlayout I know lets you cut pieces of the model and flatten them, then you can rotate/scale/move as well as cut/weld them as you please. the only thing that was done automatically was the distribution of the separate pieces which was the optimal distribution that the program could find, I think the problem is those 2 big pieces welded together, I'll probably go back and work on a better UV. [editline]09:43AM[/editline] UVLayout isn't some magical tool, you still have to do most of the work, the difference is that [b]unlike 3ds max or maya, it lets you select edges and edge loops and separate the object into multiple pieces, then you can flatten each piece separately, and maybe weld some of them back together if possible.[/b] Think of it as a virtual skinning tool :v:[/QUOTE] afaik max can do this
looks good dean
Apart from the horribly wasteful UV layout that's a pretty good looking bench that. Let's see that in engine eh? I wonder though, how'd you make the normals? [editline]12:23PM[/editline] I guess I did this while I was bored: [img]http://imageshack.dk/imagesfree/2u409284.png[/img] You'd be surprised how hard it is to find a good reference. The so called "blueprints" are about as accurate as a toddlers drawing, and every other model I've seen out there is inaccurate as shit - presumably these two phenomena are related. I ended up having to use photos of screen used production models from the ILM days for reference, which is hard because they are hardly ever head on, but always angled somewhat. Plus perspective distortions and such.
[QUOTE=DeanWinchester;24494691]I heard some game engines don't like small/stretched triangles, I guess that won't be a problem with UDK.[/QUOTE] Triangles are fine on flat surfaces like the wood you got there. Not so in organics though. [QUOTE=Kybalt;24500484]made some more progress on my plane that no one here seems to ever even reply to.[/QUOTE] Well, the propeller is wrong for instance, it should be thicker and curved more. It looks rather flat at the moment. [editline]03:41PM[/editline] [QUOTE=mrhippieguy;24532473][img]http://dl.dropbox.com/u/1689248/riflframe.png[/img] i might decimate the tubes, but i doubt it. you can't really see them from the player's point of view in-game.[/QUOTE] That's way too high poly. See those black tubes and whatnot? They shouldn't be that black with wires. [editline]03:44PM[/editline] [QUOTE=johan_sm;24555894]If you're talking about uvlayout, then no he did not. I use uvlayout too. It produces amazing quality uvs in a very short time. It's made for people who do not want to sit for days stretching and squeezing one map. Especially useful if you have a project that you have to do in a short time.[/QUOTE] That could have been unwrapped in 20 minutes or so.
[QUOTE=PLing;24565061] That could have been unwrapped in 20 minutes or so.[/QUOTE] I can do it in 5 with uvlayout. Not only that, but also with actually optimized uv spaces.
[URL=http://img442.imageshack.us/img442/4893/capture1u.jpg][IMG]http://img442.imageshack.us/img442/4893/capture1u.th.jpg[/IMG][/URL] [URL=http://img689.imageshack.us/img689/2567/capture2as.jpg][IMG]http://img689.imageshack.us/img689/2567/capture2as.th.jpg[/IMG][/URL] [URL=http://img443.imageshack.us/img443/8316/capture3s.jpg][IMG]http://img443.imageshack.us/img443/8316/capture3s.th.jpg[/IMG][/URL] [URL=http://img202.imageshack.us/img202/3117/capture4za.jpg][IMG]http://img202.imageshack.us/img202/3117/capture4za.th.jpg[/IMG][/URL] [URL=http://img185.imageshack.us/img185/6104/capture5l.jpg][IMG]http://img185.imageshack.us/img185/6104/capture5l.th.jpg[/IMG][/URL] [URL=http://img830.imageshack.us/img830/3391/capture6a.jpg][IMG]http://img830.imageshack.us/img830/3391/capture6a.th.jpg[/IMG][/URL] Crysis + Pine trees = Epic shit.
I guess the space wasn't too optimized, I'll go back and fix it later, I'm getting a bit tired of messing with the bench so I'll make another model, use what I learned from this experience and avoid making the same mistakes. Then I'll go back and fix the bench uvs. I used crazybump for the normals, white material with skylight and render to texture + crazybump for the AO.
[QUOTE=nVidia;24569351][URL=http://img442.imageshack.us/img442/4893/capture1u.jpg][IMG]http://img442.imageshack.us/img442/4893/capture1u.th.jpg[/IMG][/URL] [URL=http://img689.imageshack.us/img689/2567/capture2as.jpg][IMG]http://img689.imageshack.us/img689/2567/capture2as.th.jpg[/IMG][/URL] [URL=http://img443.imageshack.us/img443/8316/capture3s.jpg][IMG]http://img443.imageshack.us/img443/8316/capture3s.th.jpg[/IMG][/URL] [URL=http://img202.imageshack.us/img202/3117/capture4za.jpg][IMG]http://img202.imageshack.us/img202/3117/capture4za.th.jpg[/IMG][/URL] [URL=http://img185.imageshack.us/img185/6104/capture5l.jpg][IMG]http://img185.imageshack.us/img185/6104/capture5l.th.jpg[/IMG][/URL] [URL=http://img830.imageshack.us/img830/3391/capture6a.jpg][IMG]http://img830.imageshack.us/img830/3391/capture6a.th.jpg[/IMG][/URL] Crysis + Pine trees = Epic shit.[/QUOTE] Looks like Hl2 trees, am i right? Looks nice though
My HDD got wiped, need to reinstall :(
[QUOTE=Lazore;24570244]Looks like Hl2 trees, am i right? Looks nice though[/QUOTE] Yes indeed. :3:
Anyone who uses vray knows how to make a mirror that will reflect light?
I love this thread. It motivates me so much to start learning. I like Cinema 4d and am quite new to it and 3d in general, but the majority of people seem to use and prefer 3ds max. So even if I got my hands on it I wouldn't know where to start.
[QUOTE=johan_sm;24579820]Anyone who uses vray knows how to make a mirror that will reflect light?[/QUOTE] Don't they do it normally? for me it does.
[QUOTE=broo20;24581124]Don't they do it normally? for me it does.[/QUOTE] I don't know, I've been trying, but it doesn't reflect light for shit.
[QUOTE=BillyTalentx;24551271]Been using Blender for about, 3 days, loosely followed a tutorial to make this. [img_thumb]http://i180.photobucket.com/albums/x17/Out_Sider_1337/Final_Kitchen_Render.jpg[/img_thumb][/QUOTE] Looks real.
[QUOTE=johan_sm;24581265]I don't know, I've been trying, but it doesn't reflect light for shit.[/QUOTE] You mean like reflect light from source to a different surface through a mirror? Try enabling caustics.
[QUOTE=johan_sm;24581265]I don't know, I've been trying, but it doesn't reflect light for shit.[/QUOTE] [IMG]http://img148.imageshack.us/img148/5817/captureah.jpg[/IMG] Enable Reflective GI caustics and you get this: [IMG]http://img833.imageshack.us/img833/9438/yesob.jpg[/IMG] Reflective GI photons + caustics: [IMG]http://img826.imageshack.us/img826/3097/yeso.jpg[/IMG]
On the subject of caustics... After 3 years of using Vray, I've yet to find a good usage of the Vray caustics settings. Here's a quick example: [IMG]http://img0.uploadhouse.com/fileuploads/6173/6173420543df2c31c3b5b26df7bad5815968ddd.jpg[/IMG] This is very easy in Mental Ray, but in Vray I obviously fail to get realistic results from strong light sources. Does anyone have any particular caustics experience in Vray, that could point me in the right direction?
[media]http://www.youtube.com/watch?v=qHD8Xf5Rnvo[/media] I don't know if this is old or anything but this is one of the most amazing piece of 3d art ever.
[QUOTE=gtaftw;24587973][media]http://www.youtube.com/watch?v=qHD8Xf5Rnvo[/media] I don't know if this is old or anything but this is one of the most amazing piece of 3d art ever.[/QUOTE] It took him 180 days to render, or something
It payed off though. to bad he couldn't render it all :sigh:
[QUOTE=johan_sm;24588083]It took him 180 days to render, or something[/QUOTE] 110 days. Crazy. I only hope that in 5 years time rendering will be dramatically reduced.
[QUOTE=cyanidem;24588342]110 days. Crazy. I only hope that in 5 years time rendering will be dramatically reduced.[/QUOTE] it probably will. sandy bridge and stuff.
GPU rendering as well. Seriously, GPU rendering is not as supported as it should be. [editline]04:59PM[/editline] Anyways, when I render with V-Ray; [img]http://i52.tinypic.com/33u2ybd.png[/img] In MentalRay, I get better performance (And I guess, a better range of colours) when I switch to 32bit. How do I do this in Vray?
Finally got around to importing my bench into the UDK: [img]https://dl.dropbox.com/u/9133125/3D%20Stuff/bench_street_1/bench_street_1_udk.png[/img]
Holy shit man...
crank up the AA please
udk hates AA
I honestly didn't know VRay could do that (the Toon I mean) I just had to try it, so I took out one of my older models and toon'd it. [img]http://www.filepak.com/3/9_doftoon.jpg[/img] Yea, I know the DoF kinda ruins it but i'm too lazy to render it again at this time.
Sorry, you need to Log In to post a reply to this thread.