Go into env settings, load hdri, apply a reflective material, render.
Pretty easy
A few weeks ago someone showed me this tool on 3DS Max where you could use something similar to displace apart from you dragged different areas of the object to different heights, he used it to quite quickly make realistic mountains. Anyone know what tool it could of been?
He pretty much just selected this tool and dragged areas of the object to where he wanted and it filled in everything round it into realistic shapes rather than the normal straight edges.
[QUOTE=Random112358;25571258]He pretty much just selected this tool and dragged areas of the object to where he wanted and it filled in everything round it into realistic shapes rather than the normal straight edges.[/QUOTE]
Use a Turbosmooth modifier, add some iterations, add an Edit Poly modifier, select som vertices, turn on Soft selection, and voilà!
[QUOTE=Jeggis;25571927]Use a Turbosmooth modifier, add some iterations, add an Edit Poly modifier, select som vertices, turn on Soft selection, and voilà![/QUOTE]
Or just start with a really dense plane, no need for smoothing before the soft selection.
Faffing about in FumeFX:
[img]http://filesmelt.com/dl/asplod.png[/img]
Oh look, it's transparent!
[quote=Blue Background][img]http://filesmelt.com/dl/asplod.png[/img][/quote]
doesnt really look like a bomb or anything
I know.
Was just a test without any purpose.
I though it was something on my screen and tried to wipe it off.
[QUOTE=Greeneyes;25589382]I though it was something on my screen and tried to wipe it off.[/QUOTE]
Let me guess, you don't have apng support?
guys if my realflow particles tend to "escape" through a surface is it a settings problem?
or scale etc
[editline]23rd October 2010[/editline]
also do you guys know any good settings for water/wine
[QUOTE=edja007;25589512]Let me guess, you don't have apng support?[/QUOTE]
I use chrome and I'm proud of it :-/
[QUOTE=Greeneyes;25590271]I use chrome and I'm proud of it :-/[/QUOTE]
That's why you don't see the animation, chrome doesn't support apngs
Start of a project for my University course, modelling timber framed structures, every joint within this picture is modelling on pictures taken of the house this is based on. May not look much but each joint takes about an hour to model...
[img]http://i7.photobucket.com/albums/y266/jasongillan/3dayswork.png[/img]
That the start of what used to be the servant quarters I think.
But it's made out of stretched cubes, how can it take 4 hours?
[QUOTE=edja007;25590876]But it's made out of stretched cubes, how can it take 4 hours?[/QUOTE]
The joints, hard to see in that image but each join is modelled in the same design as the medieval structure it is based on, this is the sort of thing I am going off:
[img]http://www.buildingconservation.com/articles/timber/wood2.jpg[/img]
[img]http://www.vag.org.uk/VAarticles/clay-dabbins_files/nina4.jpg[/img]
It is eventually going to be a program to demonstrate the construction of medieval architecture and the changes over time.
that still shouldn't take 4 hours. if it's going to be a pre-rendered animation without any deformations you don't really need to worry about quadflow, just boolean out all the pieces.
So it's a stretched cube with extruded hole in the middle?
even if it were made proper it could be done in ~ 5 minutes and the thing as a whole could be looking quite nice in 30
[QUOTE=Random112358;25590917][img_thumb]http://www.buildingconservation.com/articles/timber/wood2.jpg[/img_thumb][/QUOTE]
I think that's really awesome.
[QUOTE=Sgt. Jerky;25591067]that still shouldn't take 4 hours. if it's going to be a pre-rendered animation without any deformations you don't really need to worry about quadflow, just boolean out all the pieces.[/QUOTE]
The animations of joints are prerendered but the model needs so UI to rotate it, change the lighting on it etc. all written in OpenGL and C++. Each object is going to be saved as a separate .obj file, drawn and textured in OpenGL and then pieced back together. I tried using boolean to cut pieces out but it made it harder to get right in OpenGL.
It is mainly the accuracy and research that takes the time, plans from that time frame were not great so trying to find out about what was used when takes a while.
I'm making some TF2 Hat for Heavy..
It's a Punk hair (hat).
The problem is the texture, my textures are all shitty and I don't know if it follows the same TF2 texture style..
Renders with it attached to Heavy
[img]http://img220.imageshack.us/img220/3671/heavypunkrendertopu02.png[/img]
[URL=http://img812.imageshack.us/i/heavypunkrendertopu01.png/][IMG]http://img812.imageshack.us/img812/1919/heavypunkrendertopu01.th.png[/IMG][/URL]
Texture :
[URL=http://img59.imageshack.us/i/heavypunkhair03.png/][IMG]http://img59.imageshack.us/img59/3301/heavypunkhair03.th.png[/IMG][/URL]
(I know it should be 512x512 or 256x256.. I'll resize it after)
Any suggestions ?
(yay 3000 posts)
Experimenting a little with blender
[IMG]http://fc06.deviantart.net/fs71/i/2010/296/8/c/batter_up_by_ducksink-d31ccxw.jpg[/IMG]
[img]http://img163.imageshack.us/img163/7582/stonewall.jpg[/img]
Max -> Mudbox -> beer -> Mudbox -> Topogun -> Max -> beer -> xNormal -> Photoshop -> Max.
can you paint and sculpt inside of max 2011 yet or is it still a piece of shit?
[QUOTE=Sgt. Jerky;25602395]can you paint and sculpt inside of max 2011 yet or is it still a piece of shit?[/QUOTE]
Now you can paint, but it's shit at doing that
[QUOTE=Sgt. Jerky;25602395]can you paint and sculpt inside of max 2011 yet or is it still a piece of shit?[/QUOTE]
Max 2011 is great once you get used to it, i still don't like the floating settings panel when you extrude and shit.
[editline]24th October 2010[/editline]
[img]http://img7.imageshack.us/img7/2058/stonest.png[/img]
Also, sexiest viewport capture everrr.
How is that a view port view
[QUOTE=Kybalt;25604029]How is that a view port view[/QUOTE]
Just enable and configure Hardware Shading in View port..
[QUOTE=Kybalt;25604029]How is that a view port view[/QUOTE]
How is that not?
[QUOTE=nVidia;25603368]Max 2011 is great once you get used to it, i still don't like the floating settings panel when you extrude and shit.
[editline]24th October 2010[/editline]
[img_thumb]http://img7.imageshack.us/img7/2058/stonest.png[/img_thumb]
Also, sexiest viewport capture everrr.[/QUOTE]
I use max 2010 on the regular for my modeling but it's the most broken piece of software on the market in terms of sculpting and painting, I really wish my school would renew our modo license or get us a Lightwave 10 license. That would be super tasty.
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