• Digital 3D Art v2
    2,001 replies, posted
[img]http://filesmelt.com/Imagehosting/pics/f9ff8897500fd669ad6ddb5c35847d76.PNG[/img] This is how my menu looks when I press mouse2 on an object. Notice all "missing" stuff and vray. I uninstalled vray but after max reinstall, this shit appears. I think it is still loading what it shouldn't load. But I deleted everything I could find, including stuff in registry. God damn crysis tools, fucking shit up. What the hell am I supposed to do now? I deleted everything associated with 3ds max and autodesk, I am scared to reinstall, because if I fail, I will have to delete a lot of shit again. Is there a more effective registry editor? Default one doesn't seem to search by folder names. Reinstalled max, didn't help. It even saved my custom wire color, so there is something that I didn't delete. But where the hell it is?
-extreme rage, I am sorry-
[QUOTE=Dlaor;15977070]Can't you guys just like something for once instead of complaining? I used volume select, so you're wrong once again. [img]http://img200.imageshack.us/img200/8870/teapoht.png[/img] And I used noise, bitch, not displacement![/QUOTE] what makes you think he was complaining? couldn't he have just been curious as to how you did it? i sure as hell was.
Yeah, i didn't hate it. [img]http://d2k5.com/sa_emots/frown.gif[/img] It would have been easier to use maps instead. [img]http://d2k5.com/sa_emots/emot-keke.gif[/img]
[img]http://razor-studios.co.uk/files/lm-day5-1.png[/img] HDRi is awesome. Still need to finish the model though
[QUOTE=danharibo;15983754][img]http://razor-studios.co.uk/files/lm-day5-1.png[/img] HDRi is awesome. Still need to finish the model though[/QUOTE] It somehow seems bit over bright, if you have lights in your scene you should turn them down a notch. If you lit your whole scene with an HDRI image, make sure you turn off default lights.
[QUOTE=nVidia;15984427]It somehow seems bit over bright, if you have lights in your scene you should turn them down a notch. If you lit your whole scene with an HDRI image, make sure you turn off default lights.[/QUOTE] you're right. But I removed all of the lighting in the scene and it looked a little too dark with just HDRi. I'll play around with it
Its not really done yet, just thought i would post a pic for some feedback To be honest i don't actualy really like it that much but iv spent too much time on it to give up on it [img]http://img9.imageshack.us/img9/9215/render1dws.png[/img]
You don't like it? That's badass! The grass could use a lot of work, but other than that it's amazing.
[QUOTE=Squint911;15989305]Its not really done yet, just thought i would post a pic for some feedback To be honest i don't actualy really like it that much but iv spent too much time on it to give up on it [img]http://img9.imageshack.us/img9/9215/render1dws.png[/img][/QUOTE] Uncharted?
Looks a lot like Uncharted, indeed. Looks pretty good, could need some polish in various places though. I've spent all day long learning the art of subd modeling and how to bake normal-maps. Now I'm at the part where I have to bake the high-poly details over to the low-poly, using the [I]Projection-modifer[/I] and [I]Render to texture[/I]. It turned out to be a rather mediocre looking normal-map(probably because of my shitty cage), but I wanted to apply it to my model anyway. This is where I need help: I went to maps>bump>normals map>normal>bitmap>(and selected my 32.tga normal map) But the normal-map doesn't show any effect on the model, it only shows up like a normal diffuse-map. Did I apply the normal-map wrong, or did I do anything wrong during the baking itself? I would be very delighted if someone could help me out here :smile: Going to sleep, it's like 4 am here.
[QUOTE=Squint911;15989305]Its not really done yet, just thought i would post a pic for some feedback To be honest i don't actualy really like it that much but iv spent too much time on it to give up on it [img]http://img9.imageshack.us/img9/9215/render1dws.png[/img][/QUOTE] One thing that bothers me is that the plastic is very reflective as you can see on top of the left side pillar, it reflects the wooden beams almost mirror like.
[QUOTE=kevlar jens;15989887]Looks a lot like Uncharted, indeed. Looks pretty good, could need some polish in various places though. I've spent all day long learning the art of subd modeling and how to bake normal-maps. Now I'm at the part where I have to bake the high-poly details over to the low-poly, using the [I]Projection-modifer[/I] and [I]Render to texture[/I]. It turned out to be a rather mediocre looking normal-map(probably because of my shitty cage), but I wanted to apply it to my model anyway. This is where I need help: I went to maps>bump>normals map>normal>bitmap>(and selected my 32.tga normal map) But the normal-map doesn't show any effect on the model, it only shows up like a normal diffuse-map. Did I apply the normal-map wrong, or did I do anything wrong during the baking itself? I would be very delighted if someone could help me out here :smile: Going to sleep, it's like 4 am here.[/QUOTE] Personally I would UVW map it so I wouldn't need the projection modifier. I've only baked a normal map once though and it worked fine.
I have no past experience with Blender or any other 3D packages at all. However give em some free time and a computer and I'll try almost anything once. So after 16 hours of pure trail and error.... [IMG]http://i11.photobucket.com/albums/a166/ballsandy/assertion1b.png[/IMG] It looks nice an all however please note that this is not a single solid piece. I'm still trying to figure out how I can make it a solid piece though. :crossarms:
Concepts for a character Game-use, hence low polycount for target aiming for 10k polycount total [img]http://fc08.deviantart.com/fs46/i/2009/171/4/6/Queen_Namida_Concept_4_1_by_fadingz.jpg[/img] [IMG]http://fc06.deviantart.com/fs46/i/2009/187/4/6/Namida_Face_Design_by_fadingz.jpg[/IMG] [img]http://fc07.deviantart.com/fs46/i/2009/183/9/8/Queen_Namida_Concept_4_Render_by_fadingz.jpg[/img] [img]http://fc04.deviantart.com/fs49/i/2009/183/4/3/Queen_Namida_Concept_4_Render1_by_fadingz.jpg[/img] Deciding on what to do with hair.
Made this for the modeling competition, I like how it came out. [IMG]http://i429.photobucket.com/albums/qq12/the1trueryandaniels/ship_top.png[/IMG]
How do I change what max uses as decimal? Right now it uses comma, I want it to use dot. In my regional settings it is dot, and other softwares use dot too.
Well, I sort of got it to work, but it looks like a complete mess. Going to put a lot more work into the cage next time, to see if the normals will be any better. [Img]http://img98.imageshack.us/img98/1443/spitfirefail.jpg[/Img] :frown:
[QUOTE=pentium;15990960]I have no past experience with Blender or any other 3D packages at all. However give em some free time and a computer and I'll try almost anything once. So after 16 hours of pure trail and error.... It looks nice an all however please note that this is not a single solid piece. I'm still trying to figure out how I can make it a solid piece though. :crossarms:[/QUOTE] Have you tried using Ctrl+J?
God damn, I am so noob that I can't even unwrap a ring(the one you wear on finger)
[QUOTE=edja007;15999734]God damn, I am so noob that I can't even unwrap a ring(the one you wear on finger)[/QUOTE] What program?
3ds max.
[QUOTE=edja007;16000079]3ds max.[/QUOTE] I'll try to record a tutorial right now. [editline]01:15PM[/editline] Oh yeah could you upload a render so I can know what all you need to unwrap?
[URL=http://filesmelt.com/Imagehosting/#4d2c40d50aae3556beca8568f96d543d.png][IMG]http://filesmelt.com/Imagehosting/pics/4d2c40d50aae3556beca8568f96d543d.png[/IMG][/URL] This. It is very high poly, for a ring, but that's not what matters.
Start off with a cylindrical UVW mapping and that already takes care of the inside and the ouside part that isn't beveled out/beveled in. Then for the top I assume you could do the same or just use unfold mapping.
[QUOTE=edja007;15999734]God damn, I am so noob that I can't even unwrap a ring(the one you wear on finger)[/QUOTE] You're not the only one. It's the most tedious thing to be ever invented, this is also why I always model simple stuff so I don't have to spend 4 days unwrapping it.
I wish the unwrapping in max had a kind of 3d feature so you could see a face that's hidden under another in your UVW map without having to click shit in the viewport. I thought there was a select overlapping faces but I can't find it. I know you can see that when you render out the uvw map.
And I thought rigging was the hardest. I was wrong. I searched for auto uv tools and they where either pricey or crap. And any info how to make object glow in vray?
[QUOTE=edja007;16000653]And I thought rigging was the hardest. I was wrong. I searched for auto uv tools and they where either pricey or crap. And any info how to make object glow in vray?[/QUOTE] Apply a VRayLightMtl to it.
I remember something that you could change from false to true in notepad/wordpad/etc. to enable a glowing material. It might have only been MR but I can't find it anyways. Anyone know from memory?
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