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Hash, Inc. - Animation:Master

Zaryin

Craftsman/Mentor
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Everything posted by Zaryin

  1. That is trippy. I like it. I know it's now 2 am (at least where me and John are), but I am going to shovel myself *sigh*.
  2. I remember the WIP for this, also. Great finished work. Dark, macabre, and disturbing. Perfect!
  3. Hi Matt, and thanks. For this image all I used was one sun light and AO. I used the light rig in my first image (on the first page of this thread) without the AO. I decided to see how much more detail I would get from 1 patch to 200. If you look at the first image (the one at the top of the thread), you'll see I get alot. And 200 patches isn't alot either. Especially when I get detail like this from a displacement map that really isn't as detailed, or good, as it could be. Thanks again .
  4. Ok here's my Ozmap again. I rendered it at this size with Ambient Occlusion: Global Color. All settings for AO were set at 100%. The plane is 200 patches instead of 1 so I had to up the displacement map to 2000%. There is only one sun light in the scene. I love the detail I get using 200 patches to the model (except in the desert area). And the shadows I get with the sun are great as well. It took about double the time to render than with a 25 light skylight rig, but I love the way it looks. size: 922X392 16 passes 38 minutes
  5. Haha, that's great. I love the fatty .
  6. That is freakin' crazy. You and Nancy should get together and make an animated "picture". I think that would be cool.
  7. Actually, the v12 one looks pretty good. But it could be your lighting and the amount of displacement. Do a v13 render with better lighting and a higher value.
  8. Zaryin

    The Retro

    Easy, lol. I have no idea what you are doing, but it looks awesome .
  9. Great examples everyone! I think the Normal and Displacement map together looks pretty cool. Does anyone know of some good site to get some Grayscale Height Maps of real areas? Not DEM files (because I have no clue how to use those ), but jpegs or other image formats. Thanks. Ross: Thanks
  10. Wow, I am loving this. I love the colors, the style, everything. The pose where she stays in one place by the door does seem a little long, but that's the only thing I could crit.
  11. That looks awesome so far! Keep showing the progress on this.
  12. Hey Dan, can you show a 3-4th render of that? Thanks.
  13. I can't believe he took that bet. You should have rendered it with Yves' skylight rig so it looked more like his too, ha.
  14. Haha, I love this displacement. Thanks for sharing, John.
  15. Thanks guys. This new feature is going to be the most fun to screw around with. And it animatable! It's just great.
  16. Those textures aer great! I especially like the hair.
  17. The model and perspective are great. I agree about the lighting though. It almost looks like it's a camera light or something. I would have tried for a moodier lighting and more subtle. Other than that though, I like it alot.
  18. Hey, this is looking real good so far. I don't think you are using too many splines. Especially if you are doing a realistic character who will be realistically animated.
  19. I just couldn't help myself. I took an Oz Map I painted in PS awhile back (#1). Then made a real quick, sloppy displacement map for it (#2). Then rendered (#3). It took about 16 minuted with 16 passes at this size to render. Original maps were 2000X3000. The "artifacting" you see in the mountainous areas is caused by the rivers gouging through them. Like I said, I didn't spend alot of time making the displacement map. I could probably make it look alot better, but just had to try out the new Displacement. Oh, and 1 patch was used.
  20. Hey Vern. The only reason I know where a tail goes is because I have one! It's alright, but when I get excited it wags by itself, and gets annoying. ;P
  21. Zaryin

    The Retro

    Are you telling me that the specularity I see in that pic is all reflectivity or did you just add spec to the model itself? Looks great.
  22. Very Retro. Reminds me of a TV I had as a kid.
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