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Everything posted by MattWBradbury
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I was about to say that radiosity can make that shot look way better. Even with the crappy floor. The radiosity forum has everything you'll need to know about photon mapping, so I suggest heading over there. If you do use radiosity, make sure to lower the intensity on those lights, and make sure to have ray trace shadows with 2 ray cats and 100% darkness. Yves had a tutorial on how to make wood planks from a material and just using beveled cubes that are streched out. Looks quite real. I actually thought she was spying on someone too. Make sure to move the telescope closer, and arch it upwards. For the lantern on the table, I suggest taking out the glass for radiosity renders. Translucency with radiosity is really slow. Turn the ambience value on the famle up as well.
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Having worked with the Doom 3 SDK, I suggest using Normal Maps for small details like scales, or the armor on the top of the head. It's a realy fast tequnique, and it comes out a lot better looking than bump maps. The main reason for that is because normal maps have slope calculations built in, so they can give much more quality. It would be a bit harder to use displacement maps, but that would add even more detail. A cool thing you can do with the wings is give them translucency. If you do that, make sure to build a spline on the inside of the wings with veins. Also make sure to build the bone structure too. Really nice model by the way.
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So basically your showing that Dan's comparison is displaying the flaws of the sample area calculator more than photon samples. By the way. The last one remindes me of the Monte Carlo style radiosity. Though it was obtained far faster. My thoughts entierly. Let's not bicker and argue about who killed who. Just DANCE!
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King Kong is only 40 feet tall. He'd be up to the fourth window on the building. I think Godzilla would be a much better choice.
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Aqua Teen Hunger Force Action Figures
MattWBradbury replied to MattWBradbury's topic in Work In Progress / Sweatbox
I didn't model the characters. I took frames from the epidode, and edited them to make textures. If you notice, the top of Jiggle Billy's Box says, "AGES 5 YRS AND UP" in really poor quiality. -
Good job Dan. The shot is rendered with radiosity, and every floor is built inside and out. The line you see around the first high windows is the edge of the ground. Don't know why animation master does this, but it doesn't reflect the background color of a shot. Also, there are odd patterns in the building that make it look somewhat like wood grain. That went away when he used 256X256 passes.
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Hey Matt. First of all, I noticed that your using way too many lights. Use 1 main light and 1 or 2 minor lights with the lights having 2 ray casts 80% shadows and 4x4 muti-sampeling. Materials are the same for all of the OS's because they're just algorithyms. Just save the material, and bring it in seperatly.
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I just like to post random things sometimes. This is a render that I did last night of two characters from Aqua Teen Hunger Force. Jiggle Billy on the right, and Happy Time Harry on the left.
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Yeah, make sure to put the light almost completely behind the camer. I made some color changed to show just a few renditions of the cell.
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I do agree with the other guys in saying that it looks alot like Gir from Invader Zim. Ghool, I found a pic of him in a dog costume. The key for a walk cycle is to make it look flawless. Maybe have your robot (Gir) walk two full cycles before you set it as 1 cycle, so you get a bit of randomness.
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No no no. I think the word your searching for is Splintastical. The push for this kind of realism hit both of us when Doom 3 came out. You can get good looking images like this with normal maps, so make sure to use those rather than bump maps. Way way way way WAAAY more detail. See the guy? That's Nigel. Wiat a minute... How'd he get all the way down here?
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Why do you hate decales??? They're my best friend. They make fake CG looks like Real with just a few more seconds of render time. Feed the need for TREE (Texturized Reality Emmitted Environment). Is that a good Acronym???
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Here's some chibi that shows that you can make chibi detailed. It's from naruto. If you want somemore naruto based Chibi just google "Naruto Chibi"
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What's going to be happening in the shot? I think we all want to know. Oh, and the first shot you showed, I would set the ambience up on the sky. It seems to get dark (don't know if that's the desiered effect). Looks good, hope it turns out.
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Always with the details. Pick-up Aginst Semi. I would think that it would have taken more off of the truck, or at least put a dent in the door. But yeah, everything just seems to stop at the end. You could pust some dust effects on the ground showing tires skidding and all that stuff. Forever adding to the render time.
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Thanks double Dustin. That was done on v8.5, so it's old.
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The model looks great, but it doesn't look chibi enough. Every part of the body needs to be exagurated. What kind of style are you looking for in your model? The things I notice the most are the small arms.
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Here's a simple volumetric shined on a fan. If you want to see the movie, just download it and set the .mov to loop. It was easier and faster to do it that way, and it shows the effect really well. Tell me what you think of it. Fan.zip
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What? Are you trying to replicate Garry's Mod from Half-Life 2?
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Greaseman Head -- From the Radio Show
MattWBradbury replied to GraphicAnime's topic in Work In Progress / Sweatbox
The first time I made a face, it turned out pretty funky. Was like the world had been populated by the ugliest things ever imagined. -
That was actually me. My brother didn't log out of his name. Drives me nuts sometimes
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It's looking really good. Care to share a wire frame? Maybe the left view and the front?
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I had noticed your Avatar, just didn't say it. The sward looks pretty good to the reference in shape. The inside of the sward is rounded inlay, not flat. You should add the cloth to the handel. You could either model it or make it a cylendrical projection map. Also, add some metal scratches with decaling just to give it a bit more detail.
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Get ad-aware. It's free, and it has free updates almost every day. Oh, and A:M is really easy to use. You can take a ball and form it into anything you like. Or you can go patch by patch adding splines and connecting them. It's very user friendly, and I know pros use it for their own personal animations for that reason.