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Hash, Inc. - Animation:Master

DanCBradbury

*A:M User*
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Everything posted by DanCBradbury

  1. well, you see... there isnt a feature that does beveling, rather it's spline construction that gives you a beveled look, and so far, or from what i can tell from your wire frame, you are off to a bad start. i suggest you use the premade beveled primatives for your starter objects. building a very detailed beveled object, for even the most experienced model maker takes time... and a lot of understanding in how splines work, and what the rules are for patch creation. you should give yves beveled edge page a gander. Hopefully i've been of some help. Tutorial
  2. Thanks for the tips Charlie, BUT MORE CHROME!? lol. half the car already looks like chrome because of the silvery paint job. lol I'll see how it looks with the decorative hood piece going all the way to the winshield. Here's the back shot. I need to make a revolving movie of it now. I think i'm just about done with it though. Any other suggestions for a paint job? My favorites so far are navy blue and grape.
  3. Hi guys. I've been working a little more on my retro model. I put in some logos (one on the side, and the symbol on the head ornament), some windshield wipers, i fixed up the bumpers (they had originally been all contorted and bent out of shap, and i connected the line that runs from the tip of the hood, to the back tail of the car. I also added a new paint job complete with metal fleck, courtesy of Colin Freeman, THANKS COLIN! YOU'RE THE BEST!! let me know what you guys think.
  4. Realy? for such a small, room with that little amount of detail he wouldnt need over 100 right? Final gathering samples and jittering will clean it up so it looks normal. I've never needed it higher than 100. It's scene dependant though i guess. The only model i ever thought i needed to raise it was my industrial hallway... but that was when i was rather new to photon mapping, and i went back and found that the same radiosity look could be achived with a sample area of 100, and it renderd a lot faster. just for the heck of it... i made this comparison shot. ps means photon samples, and sa means sample area. The sample area was calculated using the photon sample calculator, and there is no final gathering.
  5. In refractive materials that are convex you will have an upside down image of the other side. In your glass you have the sky on the bell of the glass, and the checkard floor at the rim. What you are seeing isnt reflection at all, rather it is refraction. that is of course if you have a refraction less than or equal to 2.5... after 2.5 or around there the light rays start getting crazy, and no image will be detactable. some references to different angles in IRO.
  6. lol. google rocks. Someone should tell martin that there are values of ior far grater than 2.
  7. Are you sure you need 58 lights? the 25 light rig is pretty good, and it would greatly bring donw your render times. you should still turn on shadows for all your lights though.
  8. I recomend you turn all your shadows on to 100% darkness... this will give you a simulated radiosity without having radiosity in the shot. Right now your bottle looks too cg... and i think giving the sky the ability to cast shadows should give it a little more believability. make sure, if you're not already, that you are using one of yves skylight rigs. Those rigs are crazy... he used some sort of formula or something to create each rigs hemisphere. The 25 sky light rig is the best for render time and quality ratios. We're currently working on skylight lighting over in theRadiosity forum.
  9. Well... with anything in animation, to get it looking better, it normally means longer render times. If you want the realest looking radiosity you're going to have to find out the exact sample area for the space, photon samples shouldnt be higher than 100, and you need to have at least 200 samples and jittering to 20% in the final gathering tab. All this is going to significantly increase your render times... and it's up to you to decide your quality/time ratio. I still look forward to seeing your robot do the robot. lol. well, at least that would make sense. To put stuff in quotes just highlight the text you quoted and then up at the top of the text box there's a button that looks like a word bubble. Just click that and it will put that text in the "fancy" quote thingy-ma-bober.
  10. This is actually noise. Once you start to have things move inside the model... you will notice that the "concrete" walls will start to move. lol. 17 minutes is pretty awesome, but it's gunna look a little strange becaues the quality of the radiosity is down. Still I look forward to your video.
  11. you should add something for the bullets to reflect... like florecent lights above... or something to that effect. Right now it looks like the area behind the camera is completly blank... so the lead area is going to very plain until you add something back there.
  12. Lookin real good. I like the mildly shiny metal. the clip looks a little odd, normally they have some sort of way for the user to see how many bullets they have left... like a few holes down the side. Anyway, your model is coming along nicely. Powdered coated desert eagle
  13. Radiosity i see. lol. Handguns can come in all sorts of finishes. The most used is a black anadized aluminum powder coating, which has virtually no reflectivity. Looking good.
  14. It's an honest mistake to call me matt, seeing as how me and matt are both twins... but it's written out at the top... lol
  15. i thought he was 50 ft tall? a quick google will probably hold the key.
  16. after aquiring several concept photos of the building and 3 very good blueprint shots, i started with a single square, for one of the 236 columns, that i extruded up the quarter of a mile height of the building. Each floor and every column is a solid prism and all the windows are made with 4 very wide and very tall patches with bronze glass tinting. After about 10,000 patches though, it realy started to slow down, so i constructed the entire antena and roof in a separate model and then when i was done i simply copied and pasted it into the tower model. total it took about 3 hours to make. lol.
  17. yup, the building was equally divided into 3 parts, and on each of the three section tops there was a 12 meter high ceilings and each area served as a skydeck. I spent about 3 hours researching a lot of iformation about the construction and building of the WTC. I got lots of blue prints and floor plans. I was unaware that the buildings central core was the only part that was actually built with real standing walls... the rest of the floor was compeltly open, and it was up to cubicals and private, light weight, walls to make up the outer offices. ya... my mistake. I do a lot of map buildings and source stuff with video games... and i'm used to saying polygons. I've fixed it to say patches now.
  18. This is a full size model of the WTC with a 6 ft nigel standing at it's base. I tried to add as much detail as possible to the model, and with a total of 17,000 patches i feel it came out pretty good. Let me know what you guys think.
  19. That is looking fantastic. Now will i be able to drive it when you're done? lol. Hope to see it finished soon.
  20. Thanks clone. i primarily deal with stills cause you can supe up all the quality and render settings, so you'll probably only see this car in stills If i were to do it in animation it would take forever to render. I did an animation once... and it took about 3 days to render all of it... and it was just simple objects and post effects. (2 minutes of animation) = (holy cow that's a long time) lol
  21. It's been a while since i did anything with this post. I redid the hood and grill entirly, i added side mirrors, and i gave it a silver paint job. Let me know what ya guys think. by the way i made a spinning movie... but it was gunna be huge, 19mb or so, and it was only 380x285. what's the best settings for .mov compression?
  22. That's pretty good... but i dont think that chain would work in real life... it's only like half of the track long.
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