nf1nk
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Posts posted by nf1nk
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Are the yellow buttons decals or part of the model, because they seem to be playing hell with the final output (it could also be a .jpg artifact). It looks like it has real personality, in a utilitarian sort of way, I would love to see it animated
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You have clearly made a bunch of very cool cars, How about one more in that empty space in the upper right (even just another instance of one of the two cars in shworoom)? I had an art teacher who screamed, about always have an odd number of like objects. Another thought would be break up the color, I love red cars, but sports cars also come in green or yellow or...
Also some nurbs, like a kiosk behind one of the cars, with some book you can almost see.
Oh yeah and more light.
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How would it look if the inside of his muth was black?
also instead of adding white pupils, mabe a strong specular intisity on both eyes, last little larger abdomin and wings.
looks good,and you are making great progress
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I can't be alone in saying... Wha?
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A thought I had on creating the old film look, might be to misalign a frame or two just a little like the film has broken and been respliced, also if durning the spliced portion of the film you lost about five frames you would add to the feeling of lost footage. just a thought
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Thats a really great grenade and a neat way to do that, (I have been doing similar technique except I have been twisting splines instead of deleting extra splines, it saves on crashing).
For the sake of details. I would like to point out that modern grenades do not have the cool grooves that your WWII/korean war grenade has. Even the frag grenade, has a smooth outside. Also the pin on a modern grenade is like a cotter pin (split in the middle), it still does have the ring.
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I have to agree with Bill on this one. I am thinking either a light blue or light red, would give both an interesting reflection and provide for a more dramatic light. or even if one of the now blcak bands was instead some glowing color
just my $0.02
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The eyes could really use large black pupils, right now it looks like he has glasses on, but he is a very cute raindrop, or maybe a pudding.
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As long as we are doing the texturing, it would add realism to have the engine block be rough, like a casting. the engine is boxer style, and most boxers have a cast block. as an aside. high stress members are not cromed, because croming can cause hydrogen embrittlement. The block is a high stress member. the car looks awsome and I am very impressed
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also consider having a driveshaft instead of a chain. I saw an artice on that in popular mechanics. Consider a strange rear suspnsion set up. color shifting paint, and ....
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Very nice movement. It has come a very long way
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Its pretty and I like it. Here are a few criticisms. Take them for what they are worth.
1. we should be able to see the top of the seat (s) at this angle.
2. the exhaust for the engines appears to dump directly into the elevator. this would be extremely inefficient, and would cause, both discoloration and structural damage to these surfaces
3. The vertical stabilizer seems kind of small, also despite the very nice panel work in the front half of the aircraft, I don't see where the rudder control surface is (although that could be a render artifact.
4. The elevator is thicker than the wing. I have looked at hundreds of aircraft and have never seen this to be the case
5. All of the flight surfaces end in the same way, a kind of boxy flat thing. It would be cool if you used a different tip treatment for the wings than the elevator.
6. Consider wheels instead of skids. even helocopters use wheels now
7. keep up the good work
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one thing you could do is tilt the top of the wheel in 1 or 2 degrees, so you get a little more sky reflection. also many real racers do this although its name escapes me. it provides more traction at the expense of tire life
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Getting close John, but I can't see that blue printing well, or holding up to abuse. the beveling still seems unnessisary. The card has come along way and your hard work is showing
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Looks awsome, but i agree about the cow hooves being too wide, and it seems the motor cycle is missing the foot posts. but hey awesome work.... oh yeah and I think these are the wrong trousers
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I added the turn flag hanging below the Blimp, it looks small and close but it is 30m below the blimp and the flag is 1.5 m long. that should give the racers some margin to shoot for when they come around the corner at 300+ mph. (how to spot an engineer: look for someone who uses metric and english units in the same sentence)
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Since I was doing My racing Jets, I looked at some pictures of the Nevada Air races and I saw the birds doing hard turns around checkered pylons, I thought it would be cool to have the Jets screaming around a checkered blimp. In the nose and tail I did some things that I knew would give me puckering, like I saw in the images of real blimps. one Part that disappoints me is that you can hardly see the cool five bladed propeller that I put on the nacelles
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Recently I did a key pad for a radio in the planes I was doing for a while, and I found that It didn't look much different when I made the backplate one flat patch and then just sort of set my squarish buttons on top, as opposed to setting each button in its own divot
(later I noticed there was almost no angle you could see the radio from, but that is another story). I guess my question is does it need all of them, because to me it would look about the same if the blue part had about 1/4 the patches
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Its not as strange as it looks, The model is acting as though the wires have a great deal of mass, and the spheres are acting as though they have very little mass, it looks odd because we are used to seeing things set up where the spheres have significantly more mass than the wires, also we expect the wires to flex, or if not, the joint between the wire and the weight would stay rigid.
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what I was wanting to do was run the aircraft real close to cayon walls at insane speeds, including having the planes just missing tree tops speeds may not have to be super high, but my particle systems are set so they look very good at 250 m/s
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I checked my physics book, and whie the speed of sound can vary based on a large no of variables, for the purposes of determining speed mach 1 = 340.29 m / s. Still my little birds are moving very fast
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I looked at weggs grand canyon, and while it is pretty the edges don't feel sharp enough, the textures don't feel bold enough and I wold like mine to be more watery with flashes of green. In short it wan't what I wanted. I may slow things down to 200 m/s to get a little further under mach 1 which is closer to 300 m/s, either way I am going to eat up terrain very fast.
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So I have mostly finished building my fleet of racing jets, and would now like to race them through some large canyons or possibly fjords, with maybe a mountain range thrown in for good measure. The jets should move about 250m/s so the canyon will have to be large indeed.
I have my old AM 2000 book, and it mentions rebumpx, but I am not sure how compatable it is with v11. Any thoughts on good relatively recent tutorials on how to build mountains and valleys?
Space models for project
in Work In Progress / Sweatbox
Posted
The Canyon is pretty cool, but It seems a little regular to me. (looks machine made)
Remember cliffs on the outside of curves, beaches on the inside of curves. water is still water no mater what planet, plus since all of our scifi is filmed on earth we are used to normal water erosion.
Also avoid level surfaces unles there is clearly an explantion, double this when we have water nearby. Even the great planes have little hills.
Great progress and you are learning tons