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Everything posted by Eric2575
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Dan, thanks for the ligth setup post. What intensity does the light for the rig have? Since the rig is so large compared to the model, the intensity must be pretty high? When I first import the light, the default is 7% for me.
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Keep it up
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Sorry guys, but I'm not up to date on this. When did this displacement feature first appear? Sound like something I could use on my T-rex.
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Dan, would you take a snapshot of your chor lighting setup and post it? I've been having some trouble with the lighting on my attempts. Thanks
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I followed the method Seven posted and it worked great. Since I haven't applied the decals to the plane yet, I'm going to wait before posting a pic. I'll have it by this weekend. Eric
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John, could you post the proj file for this? I would like to use it for the FW190 and my Saleen.
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Seven, your tutorial link is not working anymore. Do you have an update?
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No, no, that's what I want, it's for a still. Thanks Ed, I'll try and find that thread. Before posting this thread, I did a search with all sorts of parameters and came up with pretty much zilch. Then I got relly, relly smart and put "Propeller" in the search. Duh! http://www.hash.com/forums/index.php?showt...43&hl=propeller
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Like a tire and rim that's speeding down the street, or in my case, the prop of a small airplane. I've got the prop boned, but I want the prop to look like it's going 5000rpm. How do I achieve that look?
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The bird's eye view made me notice something - the skull doesn't have the right proportions. Look at the jaw area compared to the temple area. The jaw looks like it's wider or at least equal to the upper skull when it should be narrower. Nice job on the body. What is your experience with art and modeling? Your work is really coming along.
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Dan: Couple of things, all my opinions, not advice or criticism cause you're doing just great. The black trim looks a little too glossy to me. It's competing with the paint job. I agree with the cell turb, I got rid of that too. I don't know if it has anything to do with scale or what have you, but you've actually overachieved on the paint. The car looks like it has a thick coat of very glossy paint on it. I mean the paint is awesome, no doubt, but it just looks like it's too thick on the sheetmetal. This is just my impression and I may be way off base. How or what controls the depth of the paint? Is it the HDRI? Btw, I haven't been working on the S7 cause I needed a break from it, but I've been kinda reworking the FW190 excercise. Check out my WIP when I post later on.
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During the modeling of a somewhat detailed FW190, I realized that I would have to apply cylindrical decals to some parts of the model. The only way that I know how to put cylindrical decals on a surface is to have the part on the 0,0 xy coordinate. How can I translate the decal to the model instead of moving the model part to the 0,0 point? Say I have 20 different parts all over the model that need cylindrical decals applied. It would be a real pain to move the part to 0,0 one at a time, then put it back in place on the model.
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Oz Map -- Another v13 Displacement Fun Thread
Eric2575 replied to Zaryin's topic in Work In Progress / Sweatbox
What governs the height of the protrusions? Black and white levels of the displacement map, right? -
Great job! You are really getting this guy right on. The eyes and ears look better every time you post. Well, I guess that's the way it's supposed to be, but not everyone can do that, lol. You've got this stuff down pretty good. From here on in, it's just you and your artistic interpretation. Can't wait to see how you do on the texturing P.S. I know, now I'm nitpicking, but....for some reason, the corners of his mouth are buggin me. Might just be me though.
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Oz Map -- Another v13 Displacement Fun Thread
Eric2575 replied to Zaryin's topic in Work In Progress / Sweatbox
Let me get this straight, the displacement map basically brings out the detail, right? So for scenery like you made, Jeff, it can be just sorta blurry to make hills and such? What if you wanted to make some details on a spaceship for instance with lots of small square and rectangular protrusions? Could someone make a quick and dirty map for something like that and show us the map and render please? -
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Very nice, and it's just gonna keep getting better...
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I got some strange result using transparency. It looked like it was working because I could see what I thought was the background, but when I placed a model behind the patch, the model was not visible. I need to play around with that. A constraint on the other axis shure would be nice, especially for tweaking cps. Gonna make a request. Hey Sandgroper, you're in Aussie land, right? Keep up the work on your toy in the garage. I have a '73' 240Z that I've been meaning to work on for 5 years now
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Dan, I tried using the paint on the body and did a quick render and a render with 25 passes. Both turned up wicked (not good) highlights. Is that what you and Yves are discussing? I know it's the HDRI because when I changed the image to the image Colin used in his paint, the highlights were greatly reduced.
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Top o' the morn to you Ken. I know about the cp constraints - 1,2,3,4 When you select a cp, hit "T" and then hold down the shift key, you'll see that the turn is constrained to one axis. I want to constrain it to the other axis. If you haven't used the shift key while turning, give it a try. It's easier to do than to explain. The canvas stretch would work for the simple patch, but I just want to know if it's possible. I want to know if I was sleeping when that was covered in Cookie-Cut 101.
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Although I'm not exactly a new user, I think these questions fit in here nicely. 1. When a cp is selected and the turn manipulator is used in conjunction with the Ctrl key, the rotation is constrained to the vertical (I think it's the vertical). Is there another key to constrain a turn in the horizontal? 2. Is it possible to make and apply a cookie cut decal to a single patch, where the decal is smaller than the circumference of the patch, without making the edges that are outside the decal disappear? So far I have been unable to do that, but it may be the way I am making the decal with alpha and all. So far, when I apply a decal like that, say just a simple square decal with a black filled circle in it for the cookie cut, the area not covered by the decal disappears. The area where the decal is applied has the color of the patch visible and a hole where it's supposed to be from the cookie cut.
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Dan, the link is not working for me?? Ok, it's morning now and now it's working.
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Cool John. I looked at it and thought; if the stuff were sorta green, it could be used in a scifi clip to simulate mold or alien stuff growing on things.