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concerned mom posted:There's someone about his face that's getting to me. I think its a little flat. Looking nice though. I think the corners of the eyes are too far back at the outside. If you look at a person's face, the inside and outside corners of the eye are nearly on the same XY plane.
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# ¿ Jul 7, 2008 23:19 |
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# ¿ Apr 25, 2024 13:03 |
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IHeartBoobs posted:Let me try to do a screen capture. I asked a while ago and didn't get any responses, but how would I go about animating snowfall and rainfall in Maya? Also, I';ve been using a directional light a lot lately to approximate sunlight, using ray tracing and the Light Angle attribute at 5-10 degrees. However I don't see many references to this particular use and I'm wondering if it's because I'm stupid and there are better ways to do sunlight, or if it's just because of the added render time. Chenghiz fucked around with this message at 00:36 on Aug 5, 2008 |
# ¿ Aug 5, 2008 00:13 |
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The Merkinman posted:Well I'm a little confused. Looks like you just need less contrast between brick and mortar in your displacement map, or just a smaller displacement value. I'm not sure what wave effect you're talking about though, the first image just looks like an exaggerated displacement map to me.
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# ¿ Oct 22, 2009 19:02 |
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I'm coming off the end of a degree in Computer Graphic Technology with a focus in animation, but while I started school thinking I'd want to be doing game art, I'm pretty sure by now that the game industry is not someplace I want to work. Reading this thread I've become interested in architectural visualisation, so I was wondering what you archvis guys have to say about your experiences in that field. Specifically, I'm wondering: - What are the hours like? 40-ish hours a week? Are there crazy crunch times? - Where am I most likely to find a job in the field (location wise)? - What should my portfolio have in it? Any input would be greatly appreciated.
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# ¿ Nov 19, 2009 23:51 |
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cubicle gangster posted:I do 37.5 hours - crunch is once or twice a year, lasts a couple of weeks. Thanks for the reply. For portfolio work, do you recommend I try modelling existing stuff from reference or creating my own, or perhaps a mix? Also, I'm really familiar with Maya and mental ray, but not so much with max and vRay. Do you know of some good tutorial resources that would get me started on the max/vray specific side of things?
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# ¿ Nov 20, 2009 02:35 |
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Fool Circle posted:What would be the best way to quickly model some ribbed cabling like the black part of this in Maya? I'm pretty new to the software, having only started using it on this college course, so sorry if this is really really easy. Why don't you want to do it with a texture? A displacement map would do that pretty easily, but with geometry you're looking at a lot of niggly extrusion or a lot of tiny pieces of geometry. If you don't want to do a material and it doesn't need to be one mesh, I'd suggest modeling a small section of the ribbing and just duplicating/instancing it.
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# ¿ Nov 29, 2009 22:08 |
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Moist von Lipwig posted:Nice stuff Brian Encino Man. I especially like the impala's texture and horns. I can't imagine keeping that under 5,000 polys. Pretty sure you're right. I'd try increasing both ray depths to 10 or 12 and seeing if that changes anything.
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# ¿ Jan 2, 2010 22:19 |
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GrazoTheClown posted:That look better? Looks like you need a brighter light.
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# ¿ Jan 3, 2010 01:20 |
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Speaking of that, where do archviz people hang out?
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# ¿ Apr 20, 2010 15:55 |
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sigma 6 posted:Often I have wondered, why 3d people are just automatically excluded from the fine art world. I am sure there are a few fine artists working in 3d, but how many 3d artists working on "fine art"? It's not that 3d is excluded from "fine art", it's that very few fine artists are competent in 3d modeling/rendering/animation. This is changing, but slowly. Just like oil paint and cameras, 3d modeling is just a medium, and we've had enough new mediums over the last century to not get too hung up on the fact it's done with a mouse on a computer, I think.
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# ¿ Feb 11, 2011 14:56 |
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Compare him to the vitruvian man or something, should give you a good idea of normal-looking proportions. His waist is too low but I can't really tell about the rest of the body because of the coat.
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# ¿ May 31, 2011 16:27 |
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It worked fine for me, you just have to use http instead of https.
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# ¿ Jul 12, 2011 23:32 |
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Your render camera needs a shorter focal length. Right now it looks almost orthogonal and there's not really any sense of perspective, which makes it seem fake. Also, are you using mentalRay or something else? Looks almost like the software renderer. I think using mentalray and finalgather will help with the depth, and you can use a translucent material for the curtains.
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# ¿ Aug 30, 2011 18:50 |
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Zlatan Imhobitch posted:As completely vain and pointless as it is, are there any pretty laptops that are decent for modelling? I'd have another mbp but I want to use alias vray and maxwell so need windows. It's be nice to have something aesthetically beautiful. Get a MBP and install Windows on it, or dual-boot it.
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# ¿ May 21, 2013 02:31 |
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# ¿ Apr 25, 2024 13:03 |
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mutata posted:At least we can all agree that Zbrush has the biggest beginner-shock UI out of all the 3d packages. I thought Mudbox was really intuitive when I tried it in beta, but that's also comparing to zbrush 1.5 or so, so things may have changed.
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# ¿ Mar 8, 2014 17:46 |