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Posts posted by zacktaich
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Meeting place:
I dunno... Maybe a coffee shop. Any suggestions?
Time and Date:
Definitely on a weekend... Preferably on a Sunday.
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Under water being my favorite place for keeping math teachers, I quite like it...
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Hmm... jfirestine, you seem to be in the right area for me. Time for location scouting an recruiting...
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Looks really cool, although the animation is fairly flawed.
Examples, sometimes the displacement maps are way to short and seem to jerk straight up instead of to the sides and up, like a wave should.
Also, the water level seems to rise and fall quite a lot, and it doesn't seem to be wave like in it's rising.
Awesome ocean material though, so far it's perfect for stills, after some tweaking it will be more than suitable for animation.
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Well, I'm not quite there, but I don't think my guitar is far.
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Oh, and if it makes you more comfortable, the names are not meant to hint at skill level, rather they cycle through the various names that A:M has gone through in the past 20 years.
That's why you'll see lot's of descriptions like apprentice, journeyman, etc. It's just the different reincarnations of Hash's product.
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I'm more specific.
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I tried going back to ray-traced shadows, mainly because Wegg hates Z-buffered. I'm working on finding out how to have raytraced shadows that are soft.
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Thanks Zach!
I'm rendering right now...
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Fixed as much as I could.
I won't be able to post for a while. But C&C are highly appreciated. I think this is getting towards being finished. I actually like the simplicity of the scene.
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Added a new strat. Render times aren't bad...
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Added soft shadows.
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I happen to be family friends with the Lead TD for Shrek 2. If you have any specific questions I'd be more than glad to forward them on for you.
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Thanks.
comments? crits?
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Funny lil' blooper. Reflectivity set way too high.
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Headstock texture
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The patch image looks great!
The one problem I see is that on the lower roofs there is some serious stretching. I would suggest using the stitch tool to subdivide those patches and make them closer to the size of the patches in the dome. Looking really good, especially in the dome.
Zack
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Yes.Anything you add to the scene doesn't necesarrily (sp?) need to be seen completely, but enough to hint what it is. Remember the image extends beyond the edges of the image itself. Am I making any sense?Again, the guitar itself looks really, really good.Thanks!
Getting those edges highlighted really helped.How about a roach clip, an ashtray and an empty 20/20 bottle?
I think I'll stick with a chair, extra strings, and either an amp or a tuner. Thanks for the suggestions.
I'll be back to work on this soon, after 3(+) weeks away.
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You can do it Rod! (I just got back from three weeks...)
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No comments?
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Update:
bought Jeremy Birn's [ d i g i t a l ] Lighting & Rendering. I highly recommend it. Updated the lighting.
The headstock still looks like crud. Need to texture it.. but it's really tough to unwrap.
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Anybody here live on the peninsula? Sunnyvale, San Jose, Palo Alto, Mountain View, and such? That would be most convenient for me.
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I would love to do that, unfortunately I never downloaded the beta because the plugin wouldn't work for me. I guess someone else could do it.. Rodney, I could send you the .mdl if you would like to volunteer .
Based on the suggestions of JoeW I redid the lighting. The point being to get rid of the "flatness" of the image by using shadows to define form and high lights to define the feature. Unfortunately, I believe it still lacks highlights, but it's a start. It's nowhere near finished, but as I'm leaving (again) tomorrow (this time for Portland, OR) I decided to post a milestone.
There are a whole bunch of lights, the bright side is that it now has excellent antialiasing. The unfortunate part is that it's still lacking definition, and it now looks a bit washed out.
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Heh. Unfortunately it looks like we're spread pretty thin!
Come on people. It'll be fun!
Porsche Carrera 4
in Work In Progress / Sweatbox
Posted
Nice render, but a few things make it stand out like a sore thumb.
a ) Lighting
First and foremost is lighting. Even in the thumbnail it didn't seem to fit in, just because of the lighting. The highlights from the bottom and back (and even the very front) are not very realistic, they are huge! Maybe a nice sky light would help.
b )Modeling
A few places are a bit lacking in detail. Examples are where the pieces of metal end, the front lights, the door handles, the top and sides of the windshield. They just don't look quite right. I'd recheck your referencese on a few specific places.
c )Textures
Overall the textures are pretty good, but there are a few places where it could use some work. The tires, hub caps, and windshields don't look quite right, unfortunately I'm no expert here so all I can do is act as an outside source and just tell you where I see need for improvement.
Really nice job on this car, I can't wait to see what it'll look like when it's finished.