• Digital 3D Art v2
    2,001 replies, posted
Hi guys! Sorry to see my old thread getting closed down, but I'm delighted to see that people still wish to keep this thing going. Looks like I started something good two years ago;). Here's something I cooked up this afternoon: [img]http://filesmelt.com/Imagehosting/pics/d234bbbf68043652d16377bd5639c69f.jpg[/img] I'm making a lot of high quality HDRi's, and I will probably follow in Aversis' shoes and sell an HDRi pack for a reasonable price. I will come back to this later.
[QUOTE=Jeggis;16002665] I'm making a lot of high quality HDRi's, and I will probably follow in Aversis' shoes and sell an HDRi pack for a reasonable price. I will come back to this later.[/QUOTE] Free hdris for facepunchers, imo.
[QUOTE=edja007;16003535]Free hdris for facepunchers, imo.[/QUOTE] This.
It would be awesome to have the proper equipment to capture 360 spherical maps. It would be awesome to at least have a camera. [img]http://d2k5.com/sa_emots/emot-eng99.gif[/img]
It would be awesome if I was bothered to look up how to do it because I have the equipment to do it half ass-edly. :saddowns:
I got a decent camera with exposure controls, a tripod, and photoshop. Which means I could make HDRi's too :biggrin:
[QUOTE=Dlaor;16003993]I got a decent camera with exposure controls, a tripod, and photoshop. Which means I could make HDRi's too :biggrin:[/QUOTE] Laziest person ever here. [editline]05:18PM[/editline] Meaning me.
I have a 180 degrees circular fisheye lens for my camera, and I'm putting the photos together with PTGui, and finishing the equirectangular panorama in Photoshop. I usually render them out in 3800x1900, leaving plenty of details for photorealistic reflections.
So, does fp get free hdris? :D
Doing some basic normal-map baking [Img]http://img197.imageshack.us/img197/493/normalmaptest.jpg[/Img] a box with 6 polygons
FUCK. I can't uv map. Is there any tutorials for such downers like me?
So I just learned how to UV unwrap and everything works except for the fact when I render the map or whatever it is all black. [media]http://files.getdropbox.com/u/1445684/Capture.PNG[/media]
In the UV-unwrapper: Mirror everything. Don't know if it will work, but it works for me when some faces turn out black on the render map.
[QUOTE=Mr Affinity;16007115]So I just learned how to UV unwrap and everything works except for the fact when I render the map or whatever it is all black. [media]http://files.getdropbox.com/u/1445684/Capture.PNG[/media][/QUOTE] Are all the faces within the small checkered box in the center of the window? as in, I'm guessing you unticked normalize map checkbox when you started, so everything you unwrapped became huge, you have to shrink it all back down and but it within the checkered box. (All the faced have to be within the blue square outline) Im only guessing this becuase from the window(not the render one, the one behind it) i dont see the pattern
How does unwrapping work in maya and max? I read somewhere that blender's UV unwrapping was actually was of it's strong points. I say this because I find UV unwrapping fairly easy in blender.
[QUOTE=edja007;16000366][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.[/QUOTE] Best way is to cut it along the edges sort of like this [URL=http://www.cubeupload.com][IMG]http://www.cubeupload.com/files/318a00ring.png[/IMG][/URL] The curved part would a bit tricky tough
[QUOTE=ZomBuster;16007449]Best way is to cut it along the edges sort of like this [URL=http://www.cubeupload.com][IMG]http://www.cubeupload.com/files/318a00ring.png[/IMG][/URL] The curved part would a bit tricky tough[/QUOTE] What do you mean "cut"? Edge seams or what? I kinda did like that, but I failed to even map the inside, not talking about curved :D
uuh yeh edge seams wait I'm not even sure if that would work in 3Ds max
[QUOTE=Maloof?;15958275][img]http://i34.photobucket.com/albums/d121/maloof101/leavesnshit.jpg[/img] Still heavily WIP. Any ideas on what I could do to make the man's pose seem less stiff?[/QUOTE] His arm is perfectly straight. Make his clothes look more like clothes, as in wavy and creased. Also I think his arm is too long.
[QUOTE=ryandaniels;16007336]How does unwrapping work in maya and max? I read somewhere that blender's UV unwrapping was actually was of it's strong points. I say this because I find UV unwrapping fairly easy in blender.[/QUOTE] Yeah I'd love to see the seam things in Max. And I can't really say if they differ from any other type of unwrapping.
Unwrapping isn't that hard.
[QUOTE=nVidia;16013334]Unwrapping isn't that hard.[/QUOTE] When you know how to do it right.
[QUOTE=ZomBuster;16007531]uuh yeh edge seams wait I'm not even sure if that would work in 3Ds max[/QUOTE] Max has seams. Just use the cylindrical UVW mapping and it knocks out most of it right away seeing as it's just a cylinder.
[img]http://i14.photobucket.com/albums/a345/ajackss/arabcity_render_test_7_13_09_1126am.jpg?t=1247498911[/img] Tileable road set I'm working on for a revamp of my Arab city.
[QUOTE=Ajacks;16017222][img]http://i14.photobucket.com/albums/a345/ajackss/arabcity_render_test_7_13_09_1126am.jpg?t=1247498911[/img] Tileable road set I'm working on for a revamp of my Arab city.[/QUOTE] For what game are they, or not for games at all?
[QUOTE=edja007;16017273]For what game are they, or not for games at all?[/QUOTE] No game, just game ready and for sale.
[QUOTE=Ajacks;16017222][img]http://i14.photobucket.com/albums/a345/ajackss/arabcity_render_test_7_13_09_1126am.jpg?t=1247498911[/img] Tileable road set I'm working on for a revamp of my Arab city.[/QUOTE] That looks awesome. I love it. Any tips on texturing? I'm obviously a terrible texture-er.
[QUOTE=DOG-GY;16018187]That looks awesome. I love it. Any tips on texturing? I'm obviously a terrible texture-er.[/QUOTE] Keep at it, fallow tutorials when needed and just practice. I've been doing texturing since 05' so it just takes time for it to become second nature.
[QUOTE=Ajacks;16018251]Keep at it, fallow tutorials when needed and just practice. I've been doing texturing since 05' so it just takes time for it to become second nature.[/QUOTE] Mainly I have a problem with tileable textures, and fitting so much detail into the smallest possible place. What size/res are those textures? [raeg] (I'm sure I'm going to get lots of dumbs or a shitstorm for raeging about something so petty but whatever) Also, in the competition thread I posted I said my job requires me to model stuff for SL. I [i]HATE[/i] SL. I hate it's ignorant community too. This survey makes me rage. [url=https://jira.secondlife.com/browse/MISC-1495]Click to loose intelligence[/url] Basically, most of these people think that the in-game building tools are better than a professional 3d modeling package, that using meshes instead of sculpted prims will INCREASE lag, and that [quote]The other option seems mostly self-serving...people with expensive tools/relevant job experience/infinite time to learn meshes wanting to corner the ingame market as it were, with LL's help. Their skills already put them over most creators, but that apparently is not good enough and they must CRUSH the non-pro builders in the market.[/quote] Really? You're that ignorant? Blender is free and has a hell of a lot better workflow than building something inside SL. I could barely make a bridge out of boxes in SL. I had to use 3-4 boxes and I couldn't even texture them properly. Thank god the opposite one is winning by almost 200 votes. Using meshes would DECREASE in lag and open up opportunities to everyone. Like I said, I really hate SL. But my job requires that this feature gets implemented. I want to do this job well. And it pisses me off to see people impeding that with their ignorant "opinions" on the subject of meshes. If you want to help a brotha out then please go vote the opposite one. [/raeg]
[QUOTE=DOG-GY;16020746]Mainly I have a problem with tileable textures, and fitting so much detail into the smallest possible place. What size/res are those textures? [raeg] (I'm sure I'm going to get lots of dumbs or a shitstorm for raeging about something so petty but whatever) Also, in the competition thread I posted I said my job requires me to model stuff for SL. I [i]HATE[/i] SL. I hate it's ignorant community too. This survey makes me rage. [url=https://jira.secondlife.com/browse/MISC-1495]Click to loose intelligence[/url] Basically, most of these people think that the in-game building tools are better than a professional 3d modeling package, that using meshes instead of sculpted prims will INCREASE lag, and that Really? You're that ignorant? Blender is free and has a hell of a lot better workflow than building something inside SL. I could barely make a bridge out of boxes in SL. I had to use 3-4 boxes and I couldn't even texture them properly. Thank god the opposite one is winning by almost 200 votes. Using meshes would DECREASE in lag and open up opportunities to everyone. Like I said, I really hate SL. But my job requires that this feature gets implemented. I want to do this job well. And it pisses me off to see people impeding that with their ignorant "opinions" on the subject of meshes. If you want to help a brotha out then please go vote the opposite one. [/raeg][/QUOTE] [url]http://www.facepunch.com/showthread.php?t=583367[/url] I don't know if that can help but it might. Those textures are 2048x2048.
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