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Yay I can finally post again!! And a sparkling new thread to do it in, too! http://rapidshare.com/files/123189111/Infested.avi.html Here's a video of a scene I've been working on for too long.
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# ¿ Jun 17, 2008 23:27 |
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# ¿ Apr 24, 2024 09:18 |
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New scene with no textures save the sky and the trees, and only a half-assed lighting set-up, but this is essentially what it's going to look like. Comments and crits would be well appreciated. There she be.
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# ¿ Jul 14, 2008 03:08 |
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SynthOrange posted:I'd say if you were trying to go for a clean, stylized look, all that's missing is the ground and roof textures. What do you find weird about the lamps?
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# ¿ Jul 15, 2008 21:03 |
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A few textures, and a bit better lighting. I might do something about the lanterns, but that can wait. Again, comments and crits welcome.
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# ¿ Jul 24, 2008 07:09 |
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Anybody have a nice grass tutorial they'd be willing to share? Not clean-cut grass mind you, but the wild stuff that possibly would hide velociraptors if left unchecked.
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# ¿ Aug 2, 2008 09:10 |
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IHeartBoobs posted:What software do you want to do it in? I know how to create pretty realistic grass in Maya using fur. It's maya, yeah. Probably should have specified earlier, whoops!
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# ¿ Aug 2, 2008 19:30 |
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IHeartBoobs posted:Paint effects can be good but can require a lot of tweaking to not look like a preset. You can attach a hair system with dynamics (ie. turbulence) to a fur description to make it look like it's blowing in the wind, and it's very fast to calculate/render. Have you got a tutorial I can look at or am I just going to have to fiddle with it? I've never really used fur all that much.
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# ¿ Aug 2, 2008 21:51 |
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IHeartBoobs posted:Let me try to do a screen capture. That is supremely helpful, thank you!
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# ¿ Aug 21, 2008 12:27 |
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Some objects appear to have outlines, and I have no idea why. I'm assuming it's because of the passes and the black hole matte is somehow marginally larger than the objects, but I don't know why that would happen or how to fix it.
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# ¿ Aug 23, 2008 03:28 |
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Another shot:
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# ¿ Aug 24, 2008 03:49 |
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ACanofPepsi posted:What are the trees in the background if you don't mind telling. Transparent images on a 2d plane, or are they CG trees? Transparent images on a 2D plane. Though I'm using two planes, one behind the other, to try to give a little bit of depth.
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# ¿ Aug 24, 2008 19:39 |
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Could someone tell me how to get my point lights to stop flickering, please? In Maya.
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# ¿ Aug 29, 2008 16:53 |
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Kirby posted:are you using glow? theres an exposure setting that is set to auto, which means it changes every frame, giving the flicker. I'm not using glow. This is what it looks like in two consecutive frames.
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# ¿ Aug 30, 2008 19:04 |
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Here's a short video I put together: http://rapidshare.com/files/166501207/Graveyard.avi.html You can see it on youtube too, but the video quality is just awful. http://www.youtube.com/watch?v=_DWOInufO8w
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# ¿ Nov 23, 2008 07:51 |
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Start of my new scene. Simple shapes to denote where objects will generally be, very basic lighting set up. I'm mostly trying to get the cameras/composition set up before I get to work. http://www.vimeo.com/2480792
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# ¿ Dec 10, 2008 08:33 |
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A work in progress. It's a little dark, but you can still see everything okay, I think.
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# ¿ Jan 19, 2009 04:57 |
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This is it for now, until I get some good feedback and end up having to change everything. So, speaking of feedback, what do y'all think?
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# ¿ Jan 31, 2009 05:08 |
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Hinchu posted:I think the lighting doesn't pop. It's hard to see into the cell. If it were my scene I would make the window a brighter blue, and then have the moonlight obviously shining into the room. Squint your eyes and see how the room reads. That'll blend all of the values together to show how they react. The bars are so bright that they dominate the scene. If you look up the artist Gustave Dore you can see how he uses light and dark to make scenes dark. Thanks for the great advice! I appreciate it. Here's an update with my attempt to put those words into practice. Edit: Altered the render a bit. spottedfeces fucked around with this message at 22:43 on Feb 1, 2009 |
# ¿ Feb 1, 2009 19:28 |
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Gromit posted:How does the water get from the cistern to the pan? Underground pipes? I'll admit I kinda fudged that part, since all the pictures I could find were from the front, so I just guessed. I take it when it's that kind of toilet the pipe attachs directly to the john? Edit: I just google image searched cistern and pan, and it turns out that it does. I guess it would have been easier if I knew the technical terms like cistern and pan. Anyway, I'll fix that now. Thanks for pointing that out! spottedfeces fucked around with this message at 22:01 on Feb 2, 2009 |
# ¿ Feb 2, 2009 07:54 |
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Gromit posted:Hey, no problem. I don't like to be super picky on things (who am I kidding?) but that stood out. And you got to learn ancient crapper topology, so it's been a huge win for you. Well now I know. Hurray for knowledge! Here's the next one I started. Click here for the full 1280x720 image.
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# ¿ Feb 8, 2009 02:02 |
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Texture Update: Click here for the full 1280x720 image.
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# ¿ Feb 14, 2009 20:47 |
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International Log posted:Better, but: BonoMan posted:Couple of things. It looks like a model. This is due to inappropriate use of DoF and size of details. The carpet texture is way too large in its tiling. The print should be smaller. It appears like a swath of real carpet was put in a model building. Thanks guys! I appreciate the tips, and I tried to implement the things you said into my project. Here's a quick render I did to see what people thought before I did a final, high rez render.
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# ¿ Feb 27, 2009 04:19 |
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SynthOrange posted:Something is still quite off about the scale in it. Try setting the camera at eye level and see if it helps, because right now it's hard to get any sense of height on the bench and the low angle just distorts the view a lot. Here's a boring ol' perspective view of it. If there's something wrong with the scale, it's from the camera lense I set up to get the view I wanted, since the scale looks fine in this shot. I'll fiddle with it some more so that the scale looks less weird.
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# ¿ Feb 27, 2009 06:14 |
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Click here for the full 1280x720 image. Okay here's another render, so you guys can tell me my scale is off again.
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# ¿ Mar 5, 2009 01:46 |
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A new fun and exciting project I've started: This is just the basic model with a light thrown in. And this is sort of the jist of the lighting that I'll be going for in the finished product. It of course needs a lot of work:
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# ¿ May 3, 2009 06:48 |
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Here's an update with a few textures thrown on, with the same lighting set-ups as in the last post. Click here for the full 1280x720 image. Click here for the full 1280x720 image. The checkered areas haven't been unwrapped yet; that's why they look wonky. Yes, I stole an Iggy Pop poster.
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# ¿ May 17, 2009 00:46 |
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Another texture update: Click here for the full 1280x1024 image. I fiddled with the lighting a wee bit too, but I still don't like it.
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# ¿ May 20, 2009 05:50 |
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-A n i m 8- posted:Just got this scary email: Working for the Scientologists? Maybe they need you for the next Battlefield Earth movie. It could be your big break into obscurity.
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# ¿ May 22, 2009 03:46 |
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All right guys, time to tell me what you think. One higher rez, the rest smaller. Click here for the full 1280x1024 image.
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# ¿ May 26, 2009 22:16 |
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Thanks to alla y'all. You helped me make some real progress. Especially Kirby, your advice and spiffy diagram really helped me out. Here's some more renders. Click here for the full 1280x1024 image.
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# ¿ May 31, 2009 22:14 |
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I think the fact that it's got round eyeballs that fill out its sockets perfectly is what's making it look human to me. I do like the nut irises though. I got a new project, as I'm sure you're all thrilled to hear, and I'm working on the composition and lighting. Here are some screens: That thing on the door is painted on (poorly) just to show where that light will be coming from. And here is a video: http://www.vimeo.com/5672811 How am I doing so far?
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# ¿ Jul 20, 2009 04:42 |
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Unexpected EOF posted:I have to design a semi-large crowd of people (see: 20-30, about half that being in enough detail to see clearly) and I was wondering if there was a cheap and easy way to have a semi distinct crowd. Time is a serious factor here. I was perusing some tutorials today, and saw one that said how to do crowds. I wasn't looking to make one, but apparently you are, so here's the tutorial. http://www.3dm3.com/tutorials/maya/crowd/ I have no idea how well it works since I really only just saw it today, but it seems simple and quick enough. If it works, it works. If not, well I tried.
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# ¿ Jul 21, 2009 07:03 |
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It's coming along. Sorry about the global illumination spots, I'm sure they'll get fixed somewhere along the line.
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# ¿ Aug 14, 2009 21:12 |
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# ¿ Jul 1, 2010 20:42 |
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Anyone know why these black spots: are showing up on these reflective surfaces? I'm using Maya and Mental Ray.
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# ¿ Jul 17, 2010 20:41 |
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http://vimeo.com/13792818 Finished Operating Room! Thanks to everyone for your help! The advice given trimmed the black flecks down some, but in the end I had to go over each frame in photoshop to cover it up. It was tedious but it got the job done to a satisfactory level.
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# ¿ Aug 10, 2010 19:36 |
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Here's a blocking of my next project. http://vimeo.com/15476388 Diablo-y style church. It's gonna be fun.
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# ¿ Oct 2, 2010 07:39 |
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Should be sleeping posted:Looks nice. Maybe also have a shot that's at eye level as well. You have some nice church-like vertical structures going on, and I think you might be missing out on how imposing a church can be by having your camera that high. If you confined your viewer to the center aisle as you pulled back, you would get that Gothic effect of cathedrals, where it's meant to feel like you're there to be at the foot of God looking up. Thanks for the tip. I tried incorporating it into my second run-through of this. Let me know if you think it's better, worse, or about the same. Take 2: http://vimeo.com/15511926
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# ¿ Oct 4, 2010 00:36 |
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Progress on my church that I haven't touched in months. Hopefully I can get a good momentum going.
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# ¿ Dec 9, 2010 09:46 |
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# ¿ Apr 24, 2024 09:18 |
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The weird little guy in the centre is just the blocked out version, and will eventually (hopefully) look like a person. Still need to texture as well.
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# ¿ Apr 21, 2011 23:35 |