• Digital 3D Art v6
    4,999 replies, posted
[QUOTE=BmB;24592188]Deferred shading man.[/QUOTE] Unreal is deferred? Since when? I thought it's all baked in lighting, given the whole thing with Lightmass. Except for some specific lights. Also, I'm reteaching myself 3Dsmax [url]http://filesmelt.com/dl/cockvag2.jpg[/url] disregard the text, it was 4am. D:
[QUOTE=DeanWinchester;24618391]Made a mailbox: [img_thumb]https://dl.dropbox.com/u/9133125/3D%20Stuff/mailbox_render.png[/img_thumb] And the UDK screenshot: [img_thumb]https://dl.dropbox.com/u/9133125/3D%20Stuff/udk_render.png[/img_thumb][/QUOTE] So you're just going to completely disregard my comment that would improve the quality of your models tenfold?
[QUOTE=~ZOMG;24622980]So you're just going to completely disregard my comment that would improve the quality of your models tenfold?[/QUOTE] The only comment I remember from you is about the grain on the bench model, I haven't gone back to fix the bench yet.
[QUOTE=mrhippieguy;24619137]? [img_thumb]http://dl.dropbox.com/u/1689248/box.png[/img_thumb] i can PM you an interface tutorial if you want.[/QUOTE] I would like that. Thanks.
[QUOTE=DeanWinchester;24624639]The only comment I remember from you is about the grain on the bench model, I haven't gone back to fix the bench yet.[/QUOTE] Learn how wood works, tia
[QUOTE=PLing;24610175]Yeah I think Bioshock runs on UE3, it was hyped so much before the release for its graphical trickery.[/QUOTE] Nope, [quote]Game engine BioShock uses a highly modified version of the Unreal Engine 2.5[57] technology used by previous Irrational Games titles including SWAT 4 and SWAT 4: The Stetchkov Syndicate. In an interview at E3 in May 2006, Levine announced that Unreal Engine 3.0 features would also be integrated, and he emphasized the enhanced water effects: "We've hired a water programmer and water artist, just for this game, and they're kicking ass and you've never seen water like this."[58] This graphical enhancement has been lauded by critics, with GameSpot saying, "Whether it's standing water on the floor or sea water rushing in after an explosion, it will blow you away every time you see it."[59] The Windows version of BioShock can utilize Direct3D 10 (DirectX 10) features and content, if the system meets the hardware and software requirements,[60] but it will also run on DirectX 9 without the added effects.[61] There are a few differences in image quality between the two APIs, such as additional water reflections and soft particle effects,[62][63] but they are subtle from the player's perspective.[64] BioShock also uses Havok Physics,[60] an engine that allows for an enhancement of in-game physics, and the integration of ragdoll physics, and allows for more lifelike movement by elements of the environment. Chris Kline, lead programmer of BioShock, deemed BioShock as "heavily multithreaded" as it has the following elements running separately:[65] Simulation Update (1 thread) UI update (1 thread) Rendering (1 thread) Physics (3 threads on Xenon, at least one on PC) Audio state update (1 thread) Audio processing (1 thread) Texture streaming (1 thread) File streaming (1 thread)[/quote]
unwrapping isn't that hard, i used to think it would be an absolute bitch, but its really not THAT bad. [img]http://img412.imageshack.us/img412/224/ss20100905222846.png[/img] [img]http://img546.imageshack.us/img546/9396/ss20100905223833.png[/img] [img]http://img651.imageshack.us/img651/1470/ss20100905224046.png[/img] you may notice some pieces just have a plain mat on them, and that's because they aren't going to be unwrapped. i don't think i need to unwrap them, though a second opinion wouldn't hurt.
I haven't figured out Texturing yet, and I'm waiting for a forum to come back online so I can ask a friend to teach me. I think I've got the basics of modelling down, though. I'll let you decide... [img]http://dl.dropbox.com/u/4010779/Laptop%20Concept%20Toon%20Render.png[/img]
[QUOTE=woolio1;24630383]I haven't figured out Texturing yet, and I'm waiting for a forum to come back online so I can ask a friend to teach me. I think I've got the basics of modelling down, though. I'll let you decide... [img_thumb]http://dl.dropbox.com/u/4010779/Laptop%20Concept%20Toon%20Render.png[/img_thumb][/QUOTE] If you want us to judge your modeling, wires are always good thing to post.
what the hell is happening here [img]http://img716.imageshack.us/img716/5928/ss20100906012727.png[/img]
It looks like you haven't modeled it with floating geo, which is going to be harder for you to work with. Also crop your image. Nobody wants you to break the forum tables.
[IMG]http://i52.tinypic.com/2e3ois4.jpg[/IMG] Crap render, I know. It's all WIP. 235.966 polygons. [editline]01:30PM[/editline] Oh, and yes, the trigger guard is way to thick.
Why are the wings and such so thin Kybalt?
[QUOTE=SweetSwifter;24637460][IMG_thumb]http://i52.tinypic.com/2e3ois4.jpg[/IMG_thumb] Crap render, I know. It's all WIP. 235.966 polygons. [editline]01:30PM[/editline] Oh, and yes, the trigger guard is way to thick.[/QUOTE] Nice cardboard. Not only is the trigger guard too thick, the entire gun is and has no shape. Look at the handle, it's flat. Or stock
[QUOTE=johan_sm;24640928]Nice cardboard. Not only is the trigger guard too thick, the entire gun is and has no shape. Look at the handle, it's flat. Or stock[/QUOTE] Yeah, I lack a proper top/bottom view of the weapon, preferably a good wire-frame. Oh well, I only made it because I was bored in the office.
[QUOTE=SweetSwifter;24641250]Yeah, I lack a proper top/bottom view of the weapon, preferably a good wire-frame. Oh well, I only made it because I was bored in the office.[/QUOTE] What weapon is it? (looks like a gun from Mass Effect but I'm not sure)
[img]http://i56.tinypic.com/2zg7vhh.jpg[/img] Rendered my dalek, god damn maya keeps rendering a transparent background even when I turn off the alpha channel.
Then put something there
The red ness almost looks like caustics (on the floor I mean)
[hd]http://www.youtube.com/watch?v=CI8WnIui7FE[/hd]
is it just me or is the little ring clipping the body?
[QUOTE=DOG-GY;24644837][hd]http://www.youtube.com/watch?v=CI8WnIui7FE[/hd][/QUOTE] Too big.
Just you. It's really close. The ring does clip outside the render though. It was rendered smaller than the video size. I'm shoddy at rendering but it's going in my reel. [editline]02:54PM[/editline] [QUOTE=johan_sm;24645747]Too big.[/QUOTE] huh? Are you talking about the actual video?
[QUOTE=Jimmg;24637723]Why are the wings and such so thin Kybalt?[/QUOTE] [img]http://airmuseumsuk.org/airshow/2003/Shut030823/800/images/015%20Bristol%20M.1C.jpg[/img] [img]http://www.flugzeuginfo.net/acimages/bristol_m1c_jenneycoffey.jpg[/img] I thought they looked thick enough...
I was supposed to make robot out of primitives for my first assignment in my modeling class. [img]http://3djubjub.tumblr.com/photo/1280/1077617900/1/tumblr_l8cirq5agH1qdxp31[/img]
round head is out of place on such a blocky body
[QUOTE=DOG-GY;24644837][hd]http://www.youtube.com/watch?v=CI8WnIui7FE[/hd][/QUOTE] Nice, but the metal part looks like it's plastic, i suggest turning up the IOR and make the reflections glossy.
[QUOTE=nVidia;24654880]Nice, but the metal part looks like it's plastic, i suggest turning up the IOR and make the reflections glossy.[/QUOTE] Thanks, I'll keep it in mind for whenever I can manage to render it next :v:
[QUOTE=nVidia;24654880]Nice, but the metal part looks like it's plastic, i suggest turning up the IOR and make the reflections glossy.[/QUOTE] Quick beginner question: (didn't feel it was worthy of a PM) what is IOR exactly? I googled but it seemed like the wrong instance and it would be easier to just get a simplified description instead of reading a whole article and piecing things together (which of course isn't always necessary).
IOR is index of refraction/reflection. [url]http://en.wikipedia.org/wiki/Refractive_index[/url]
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