[QUOTE=DOG-GY;16460016]
How did you go about making it explode in reverse?[/QUOTE]
Record it normally, then replay backwards?
[QUOTE=DOG-GY;16460016]Really bright and too blue for my taste. Also, rails are too perfectly shiny as are bullets and the gun.
[editline]02:30PM[/editline]
How did you go about making it explode in reverse?[/QUOTE]
I had it set to only explode on the Z axis and by default it exploded behind itself, so I moved the explosion effector back so it would explode outwards towards the camera.
Is it made of separate objects or just one, because I don't know how to explode an object and have it be more than just faces, if so.
Separate polygons yeah.
[img]http://img442.imageshack.us/img442/6427/ss20090803142447.png[/img]
Wow, that is awesome work. :D
Wish i could do that.
This is my very first attempt of creating an organic model, and i think it looks nice.
[img]http://img25.imageshack.us/img25/5092/human.png[/img]
It is still a wip ofcorse.
It looks like those blow-up dolls if I'm honest. :v:
It looks quite square, you didn't just make it out of boxes and apply huge amouts of meshsmooth did you? I would really recommend plane modeling. Make a simple model to block out the shapes first and then start cutting more and more to define the muscles and whatnot.
[QUOTE=Alien_NL;16461133]Wow, that is awesome work. :D
Wish i could do that.
This is my very first attempt of creating an organic model, and i think it looks nice.
[img]http://img25.imageshack.us/img25/5092/human.png[/img]
It is still a wip ofcorse.[/QUOTE]
Where did you get that ref plane? Where do people get ref planes at all? I can't find any.
[url]http://www.the-blueprints.com/[/url] is a great place for 'ref planes' :)
[QUOTE=PLing;16463692]It looks like those blow-up dolls if I'm honest. :v:
It looks quite square, you didn't just make it out of boxes and apply huge amouts of meshsmooth did you? I would really recommend plane modeling. Make a simple model to block out the shapes first and then start cutting more and more to define the muscles and whatnot.[/QUOTE]
I created it with cylinders. And it is not that square in my opinion.
But i agree with you that it looks like a blow-up doll. :P
Here is a wire if you dont trust me that it isn't square.
[media]http://img140.imageshack.us/img140/2999/wire.png[/media]
[QUOTE=MorseY;16464473][url]http://www.the-blueprints.com/[/url] is a great place for 'ref planes' :)[/QUOTE]
Too bad I failed to find any good human plane. IMO it is good only for vehicle planes.
Well, I decided to start working on a model of mine that I never finished, the Villanizer Steampunk Guitar.
Here's a picture of the real thing, and my only reference.
[img]http://fc04.deviantart.com/fs13/f/2007/116/2/5/The_Villanizer_by_SpazedOut.jpg[/img]
The neck is giving me a hell of a lot of trouble, though, and I've almost finished it, except for the place where the headstock meets the neck. So if anyone could give me some advice on how to make it look better, that would be great.
[IMG]http://i58.photobucket.com/albums/g261/I_Forgot_fro/headstockmeetsneck.jpg[/IMG]
Oh, and here's the body of it.
[IMG]http://i58.photobucket.com/albums/g261/I_Forgot_fro/Steampunk_guitar_1-1.jpg[/IMG]
That guitar model is pretty amazing and accurate!
Are you planning to apply textures to it, too?
Yes, I plan on texturing it. I need to work on my texturing skills anyways.
I'm really not looking forward to UV-Mapping it, though. That has to be my least favorite part of modeling.
This is the other side of the rooftop scene.
The gun is just there as eye candy. Planning on adding vent hatches and the classical rooftop elements.
Feel free to give me some suggestions on what to add.
[img]http://www.blackmamba.se/notopia3.jpg[/img]
Floor texture looks stretched. Railing is rusted and yet looks so perfect and smooth, too bright.
I think it's tad too bright.
So does nobody know anything about HDR with caustics or do you guys just not want to answer my question?
[QUOTE=mikhga;16468641]This is the other side of the rooftop scene.
The gun is just there as eye candy. Planning on adding vent hatches and the classical rooftop elements.
Feel free to give me some suggestions on what to add.
[img]http://www.blackmamba.se/notopia3.jpg[/img][/QUOTE]
A city in the background, like the city of white buildings in the main menu of Mirror's Edge:
[MEDIA]http://smages.com/i/4d/66/4d66ab98ba71d47e53f2002bf700fe5d.jpg[/MEDIA]
[QUOTE=edja007;16459104]Physique or skin modifier? What is better for rigging?[/QUOTE]
Skin is better for rigging.
[QUOTE=luishi5000;16472553]So does nobody know anything about HDR with caustics or do you guys just not want to answer my question?[/QUOTE]
HDRI can do caustics, but they're pretty scattered, if you want nice caustics i'd suggest putting the caustics multiplier to something like 10k or even 100k and use a blurred HDRI image for generating them.
Anyway, Seagate has replaced my broken 1.5 TB hard drive, i got the package today. Too bad i bought a Samsung 1TB hard drive a few weeks ago. Now i have 3.7 TB.
[QUOTE=nVidia;16475902]HDRI can do caustics, but they're pretty scattered, if you want nice caustics i'd suggest putting the caustics multiplier to something like 10k or even 100k and use a blurred HDRI image for generating them.
Anyway, Seagate has replaced my broken 1.5 TB hard drive, i got the package today. Too bad i bought a Samsung 1TB hard drive a few weeks ago. Now i have 3.7 TB.[/QUOTE]
Whaaat, 3,7 TB, that is sick. D:
I wan't that. :D
[QUOTE=Dosycool;16474621]A city in the background, like the city of white buildings in the main menu of Mirror's Edge:
[MEDIA]http://smages.com/i/4d/66/4d66ab98ba71d47e53f2002bf700fe5d.jpg[/MEDIA][/QUOTE]
That's a great idea, will look into it.^^
[QUOTE=nVidia;16475902]HDRI can do caustics, but they're pretty scattered, if you want nice caustics i'd suggest putting the caustics multiplier to something like 10k or even 100k and use a blurred HDRI image for generating them.[/QUOTE]
How would I go about setting this up? With a skylight or a sphere with the texture?
[QUOTE=luishi5000;16478611]How would I go about setting this up? With a skylight or a sphere with the texture?[/QUOTE]
Uhh, do you use vray?
Wow, I can't figure it out. Skylights can't emit photons... because where would they even emit them from. Then as for an object, I don't think objects can even generate their own caustics.
[editline]12:01PM[/editline]
3DS MAX nVidia.
[QUOTE=luishi5000;16478887]Wow, I can't figure it out. Skylights can't emit photons... because where would they even emit them from. Then as for an object, I don't think objects can even generate their own caustics.
[editline]12:01PM[/editline]
3DS MAX nVidia.[/QUOTE]
Vray is a renderer not a modeling software.
Oh my god, sorry, what was I thinking. I just got out of bed a bit ago, I'm a tad out of it. Anyway, I'm using Mental Ray. Also I found using an area light will cast caustics inward, but it does it uniformly so the caustics are a bit off yet.
[QUOTE=luishi5000;16479041]Oh my god, sorry, what was I thinking. I just got out of bed a bit ago, I'm a tad out of it. Anyway, I'm using Mental Ray. Also I found using an area light will cast caustics inward, but it does it uniformly so the caustics are a bit off yet.[/QUOTE]
HDRI lit scene with mental ray is much harder to do than with vray. I'm not quite sure how either.
Alright, that's fine. I don't NEED caustics, it would just be nice. Sometimes I think of switching to V-Ray but I don't know if it had much advantages over Mental Ray, plus, I've been using MR for quite a while now and I don't how hard of a transition it would be.
I just did my first render... ever.
It's very tasty though :neckbeard:
[IMG]http://i28.tinypic.com/20p2043.jpg[/IMG]
I found out how to put lights in but I have this waffle texture for the cone and I don't know how to do the UV thing with it...
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