• Digital 3D Art v6
    4,999 replies, posted
Nice one, sir! Has anyone ever tried to combine the Daylight System in Max with regular HDRi-lighting? (MR) I've found a useable technique, but whish that it would be a lot easier.
[QUOTE=Sgt. Jerky;25507113]what is this polycount you are of the speakings? i have only post this image to here and my facebooks[/QUOTE] I might have seen it in the models/skins then, I just saw that earlier today anyway. And polycount.com is a game dev oriented site mostly for 3d as the name states.
[QUOTE=PLing;25509634]I might have seen it in the models/skins then, I just saw that earlier today anyway. And polycount.com is a game dev oriented site mostly for 3d as the name states.[/QUOTE] That's very bizarre, this is literally the only place on the web that I've posted those screenshots.
[url]http://dl.dropbox.com/u/7110851/tnt_barrel.jpg[/url] Saw this on Polycount thought I would nab the textures and make my own. UV's are fucked though. [img]http://dl.dropbox.com/u/7110851/ToonyTNT.png[/img]
[img]http://img257.imageshack.us/img257/5185/ss20101019151754.png[/img] i have to wonder if its fine to leave the back of the building boring like that. thoughts?
[QUOTE=Jimmg;25511559][url]http://dl.dropbox.com/u/7110851/tnt_barrel.jpg[/url] Saw this on Polycount thought I would nab the textures and make my own. UV's are fucked though. [img_thumb]http://dl.dropbox.com/u/7110851/ToonyTNT.png[/img_thumb][/QUOTE] hnnnnngggggg retro hotness, reminds me of crash team racing for some reason
[QUOTE=Kybalt;25512512][img_thumb]http://img257.imageshack.us/img257/5185/ss20101019151754.png[/img_thumb] i have to wonder if its fine to leave the back of the building boring like that. thoughts?[/QUOTE] Maybe more windows :P
[QUOTE=Kybalt;25512512][img_thumb]http://img257.imageshack.us/img257/5185/ss20101019151754.png[/img_thumb] i have to wonder if its fine to leave the back of the building boring like that. thoughts?[/QUOTE] up your shadow quality/integrity on your area shadow! Add some windows or make a back alley.
[QUOTE=Kybalt;25512512][img_thumb]http://img257.imageshack.us/img257/5185/ss20101019151754.png[/img_thumb] i have to wonder if its fine to leave the back of the building boring like that. thoughts?[/QUOTE] Put some air-conditioning/heating units on it or some sort of drainage system perhaps?
add fire escapes, air con, windows, drainage, all that.
Anyone knows any good rifle modeling tutorials for max or maya? Doesn't matter if free or paid, it must have good quality.
[QUOTE=ChestyMcGee;25513831]Put some air-conditioning/heating units on it or some sort of drainage system perhaps?[/QUOTE] i dunno about ACs, it seems to me that the 4 on the garage would cover the entire building... as for drainage? i dont know what you mean by drainage, pics please? i may put some back doors, dumpsters and fire escapes like other people said
[QUOTE=Kybalt;25514896] i dont know what you mean by drainage, pics please?[/QUOTE] You know.... gutters? [img]http://misspedia.com/wp-content/uploads/2010/04/gutters___downspout__2.jpg[/img] I can only find pictures of domestic examples however.
do they even use gutters on those kinds of buildings?
Not sure. They must have some sort of drainage system though... right?
They have drains that feed into storm drains [img]http://www.luxuryhousingtrends.com/frog-rain-drain-downspout-extenions.jpg[/img]
how do you guys create your normal maps? I tried crazy bump but it creates 'stripes' which really ruin my normals . I also have pixplant, which actually is very good but ... I suppose it would be wise to prepare your normals first ? I want the creases and wrinkles to be much stronger , but I'm not sure how to go about it . [url=http://postimage.org/image/2tvv6me78/][img]http://s4.postimage.org/Ob829.jpg[/img][/url] [editline]20th October 2010[/editline] [QUOTE=DOG-GY;25474609]What are you talking about? Everything is triangulated.[/QUOTE] i know, but that's what a dev for the game stated on their forums. [url]http://forums.bistudio.com/showthread.php?t=65856[/url]
[QUOTE=fox '09;25522283]how do you guys create your normal maps? I tried crazy bump but it creates 'stripes' which really ruin my normals . I also have pixplant, which actually is very good but ... I suppose it would be wise to prepare your normals first ? I want the creases and wrinkles to be much stronger , but I'm not sure how to go about it . [url=http://postimage.org/image/2tvv6me78/][img_thumb]http://s4.postimage.org/Ob829.jpg[/img_thumb][/url] [editline]20th October 2010[/editline] i know, but that's what a dev for the game stated on their forums. [url]http://forums.bistudio.com/showthread.php?t=65856[/url][/QUOTE] I either sculpt them in modo then bake them out as a normal map, or model a high-res version of my model that gets baked onto my low-res interactive model.
would you recommend using sub-d mode? edit: i spose it wouldn't matter actually thanks
Yeah especially if you're doing organic models. Set your subdivision iterations to like 6-8 when you go to bake and you'll get some very very sexy normal maps.
[QUOTE=fox '09;25474365]well, for arma 2, the model format is smaller when using quads rather than tris's . quad = 1,2,3,4, Tris = 1,2,3, 2,3,4[/QUOTE] Haha what? DirectX doesn't even support using quads as far as I know.
[QUOTE=Kybalt;25512512][img_thumb]http://img257.imageshack.us/img257/5185/ss20101019151754.png[/img_thumb] i have to wonder if its fine to leave the back of the building boring like that. thoughts?[/QUOTE] A Billboard?
[QUOTE=Legend286;25524248]Haha what? DirectX doesn't even support using quads as far as I know.[/QUOTE] we're talking about the model format, i don't see why it would matter? also, [url=http://postimage.org/image/33tmz3bt0/][img]http://s1.postimage.org/T4tH9.jpg[/img][/url] [url=http://postimage.org/image/33trxpdac/][img]http://s1.postimage.org/T4BaA.jpg[/img][/url] normal map testing ...
[QUOTE=fox '09;25542630]we're talking about the model format, i don't see why it would matter?[/QUOTE] what are you talking about now
[QUOTE=DOG-GY;25546966]what are you talking about now[/QUOTE] [img]http://www.facepunch.com/image.php?u=223307&dateline=1277905588[/img]
[IMG]http://i56.tinypic.com/246vom8.jpg[/IMG] What I do for work. Spent the whole week, and some late night in the office on this. Deadline is monday, but it's coming together nicely, and will be finished today. :3: In no particular order: Beatrix Theatre. Yearmarket Utrecht. Rabobank International Holding. Hoogcatharijne. Radboud Tower.
Looks nice, like a mini-city. I think a night version would look awesome.
[QUOTE=Tracker;25565663]Looks nice, like a mini-city. I think a night version would look awesome.[/QUOTE] It's to be rendered out in the official introduction movie for the city of Utrecht, which will be shown at open days at the city hall and to immigrants and stuff. I'm not responsible for the rendering settings, but I believe it'll be a daytime render. So I didn't need to make any self-illum maps, just a few normals here and there.
It's so cool seeing what you guys manage to do with 3d. I wanna begin doing this stuff myself but i wanna know. Is it hard to do the beautiful reflection effect? Like where you use a real life image to reflect onto the model. I think it's called HDRi, but i'm not sure..
[QUOTE=chill_dude;25567222]It's so cool seeing what you guys manage to do with 3d. I wanna begin doing this stuff myself but i wanna know. Is it hard to do the beautiful reflection effect? Like where you use a real life image to reflect onto the model. I think it's called HDRi, but i'm not sure..[/QUOTE] Nah its not that hard, you just need to know some render settings, material settings and thats about it i think, correct me if i am wrong.
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