• Digital 3D Art v6
    4,999 replies, posted
Awesome. Chrome needs APNG support.
Firefox 4.0 bro
[img]http://filesmelt.com/dl/milk1.png[/img] The animation is now rendering, this is just a preview. [quote=Blue Background Guy][img]http://filesmelt.com/dl/milk1.png[/img][/quote] I don't know what's up with the black outline-ish artifacts, but I'll just ignore it for now.
I'm making a promise that in 30 days time (maximum) I will have a finished model to show in this thread, not guaranteeing a textured model though because apart from UV unwrapping it's untouched territory for me. But it should look damn good, I'm gonna model a gun, any suggestions?
I have discovered how to get sexy ass lighting. [img]http://www.filepak.com/6/8_pig_2.png[/img]
I need to work on lighting. I hate rendering anything. [editline]01:16AM[/editline] with that rim lighting slap a good ol' sss shader on that pig
[QUOTE=DOG-GY;23322113]I need to work on lighting. I hate rendering anything. [editline]01:16AM[/editline] with that rim lighting slap a good ol' sss shader on that pig[/QUOTE] The lighting on the pig is pretty simple. V-Ray using an Irradiance map and a light cache for it's GI, and an indoor HDRI map for it's environment lighting.
dont have vray and I'm not interested in buying/pirating :(
There's a Vray Demo on their site, you can use it. The demo is just a bit limited and also, I think it includes some watermarks in the final render.
[QUOTE=ferdam;23324399]There's a Vray Demo on their site, you can use it. The demo is just a bit limited and also, I think it includes some watermarks in the final render.[/QUOTE] Yeah the watermark is annoying. I mean one watermark in the corner is fine but it really pisses me off when it's ALL over my stuff :-(
[img]http://filesmelt.com/dl/milk0001.png[/img] It was rendering overnight, though it only took like an hour or so. So here it is, finally. [quote=Blue Background Guy][img]http://filesmelt.com/dl/milk0001.png[/img][/quote] I had some glitches when simulating this (look at the end) and the light setup wasn't as good as it could be, but it's okay.
Did it go through the cup there at the end?
Yep, I tried to re-simulate those last frames many, [B]many[/B] times. Putting the substeps to the highest and such, but it still would glitch. So, I'll probably have it fixed the next time I try.
My first time uvmapping, tell me what you think: [img_thumb]http://img824.imageshack.us/img824/9028/hammeruv.png[/img_thumb]
[QUOTE=DeanWinchester;23328113]My first time uvmapping, tell me what you think: [img_thumb]http://img824.imageshack.us/img824/9028/hammeruv.png[/img_thumb][/QUOTE] I would attach the entire hammer into one and unwrap it. But yes that's how cylinder is supposed to be unwrapped.
[QUOTE=DeanWinchester;23328113]My first time uvmapping, tell me what you think: [img_thumb]http://img824.imageshack.us/img824/9028/hammeruv.png[/img_thumb][/QUOTE] im not pro at uvmapping but i tihnk having the uvmap diagonally will take up much more space, and you would have to create the texture diagonally too. Would be better if it was straight i think.
[QUOTE=Lazore;23328699]im not pro at uvmapping but i tihnk having the uvmap diagonally will take up much more space, and you would have to create the texture diagonally too. Would be better if it was straight i think.[/QUOTE] I'm following a tutorial (although I did the UVMapping on my own), the texture and normal map will be created with zbrush and I need a high res texture and normal map, so it being diagonal was intentional to use as much space as possible. @nVidia - Yeah, I suppose if I wanted to use it in a game engine like Source I'd need to do that, in this case I'll be using it in UDK/rendering so I guess it's fine?
Fuck yeah realflow [IMG]http://img713.imageshack.us/img713/5882/floooow.png[/IMG]
[QUOTE=DeanWinchester;23328756]I'm following a tutorial (although I did the UVMapping on my own), the texture and normal map will be created with zbrush and I need a high res texture and normal map, so it being diagonal was intentional to use as much space as possible. @nVidia - Yeah, I suppose if I wanted to use it in a game engine like Source I'd need to do that, in this case I'll be using it in UDK/rendering so I guess it's fine?[/QUOTE] But you can use a bigger resolution in textures, I think having every piece separate makes things much more difficult.
[QUOTE=nVidia;23328810]But you can use a bigger resolution in textures, I think having every piece separate makes things much more difficult.[/QUOTE] Probably yeah, I'll try to change it after, unless there's an easy way to turn the UVs of every single piece into one (maybe if I merge them?)
Fuck yeah Coca Cola. [img]http://filesmelt.com/dl/test20029.png[/img] [editline]04:31PM[/editline] Also, do anyone have any idea of how to get motionblur in my RealFlow render without having to do it in Vegas or VirtualDub?
[QUOTE=paul simon;23329154]Fuck yeah Coca Cola. [img]http://filesmelt.com/dl/test20029.png[/img] [editline]04:31PM[/editline] Also, do anyone have any idea of how to get motionblur in my RealFlow render without having to do it in Vegas or VirtualDub?[/QUOTE] you must do that in the render program you are using.
Well i am using Vray, but the motionblur doesn't work on the fluid. (It works on all other moving objects.)
[QUOTE=paul simon;23329867]Well i am using Vray, but the motionblur doesn't work on the fluid. (It works on all other moving objects.)[/QUOTE] then you need to render it in a software that has motionblur, or do it in vegas/ whatever movie editing program you have edit: ITT realflow
[QUOTE=paul simon;23329867]Well i am using Vray, but the motionblur doesn't work on the fluid. (It works on all other moving objects.)[/QUOTE] That's because realflow meshes aren't moving.
[QUOTE=nVidia;23330850]That's because realflow meshes aren't moving.[/QUOTE] I know, but I thought the RealFlow plugin saved the velocity for every particle so that you could render motionblur with it. [editline]o[/editline] Well, I figured out that it is in fact possible in Vray, so I'll try it later.
[QUOTE=nVidia;23330850]That's because realflow meshes aren't moving.[/QUOTE] They're simulating! :eng101:
I think i am done for realflow for now, since i only got the demo, i cant really do much [IMG]http://img215.imageshack.us/img215/4396/ballhit.gif[/IMG]
Rendering a 1000 frame APNG, will try to keep it under 30MB.
[QUOTE=paul simon;23337095]Rendering a 1000 frame APNG, will try to keep it under 30MB.[/QUOTE] Please do not post it here (I don't even think it's possible) without media tags :P
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