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Re: Random WIP
Posted: 20 Sep 2008, 13:17
by Guessmyname
Hoi wrote:
Better, gmn?
I'd suggest something like this (excuse my shitty sketching skills):
That way the wings look more fixed onto the body and the rear is a bit more aerodynamic*
*well, looks more aerodynamic. Not a clue if it actually is or not
Re: Random WIP
Posted: 20 Sep 2008, 13:23
by Hoi
Thanks, I'll get onto that after eating...
Re: Random WIP
Posted: 20 Sep 2008, 15:29
by Hoi
Re: Random WIP
Posted: 20 Sep 2008, 15:39
by daan 79
its a raider
cool raider :D
Re: Random WIP
Posted: 20 Sep 2008, 22:26
by Wolf-In-Exile
Something i'm doing for work. ICE ICE BABY!
Still trying to make it look more like ice, didn't add caustics cause they take too damn long to render.
Re: Random WIP
Posted: 20 Sep 2008, 22:38
by Hoi
It's too perfect, try adding some water 'stains' and scratches, and a bit of blue.
Re: Random WIP
Posted: 20 Sep 2008, 22:40
by Argh
Ice has blue in it, and for really really real ice, you need to use a texture with little rendered bubbles in it, and use a NURBS operation to cut some cracks through it, etc. Also, add quite a lot of blur to the refractions, it's not glass- typical big chunk of ice is really a fairly poor lens. Hard thing to get right, though- best of luck to ya, I haven't tried ice in a long time.
Re: Random WIP
Posted: 20 Sep 2008, 23:13
by Wolf-In-Exile
Thanks for crits, especially about the blurred refractions. I'm going to add the small cracks and whatnot in the bumpmap.
The problem I have is I need really high res maps for it, at least 3000x2 px cause its for large print, so anyone have super large bump maps of cracks lying around...

Re: Random WIP
Posted: 21 Sep 2008, 02:21
by Tribulexrenamed
What else will be in the render?
IMO a lot depends on that.
A key thing to notice if you do big ice renders is that the bubbles in the ice contain air with a higher index of refraction than normal air, so from a larger angle the refraction should be shallower than expected. This detail can really make the bubbles look right.
Re: Random WIP
Posted: 21 Sep 2008, 03:15
by Warlord Zsinj
Might get you to do a funky, "Imperial Winter" logo (imperial logo out of ice) lynx
Re: Random WIP
Posted: 23 Sep 2008, 07:39
by Zpock
For my first unit to try out my new model format lua script I just felt like making a hormagaunt (zergling). Seems like blender is getting pretty nice, the ambient bake seen here for example. Blender should also work out well for making the normal maps, seems like they just sorted that along with some decent zbrush like sculpting.

Re: Random WIP
Posted: 23 Sep 2008, 10:34
by Wolf-In-Exile
'Nids FTW. There seems to be some mesh issues on the hind legs and claws tho.
Re: Random WIP
Posted: 23 Sep 2008, 15:20
by Warlord Zsinj
kekekeke?
Re: Random WIP
Posted: 23 Sep 2008, 15:37
by smoth
Warlord Zsinj wrote:kekekeke?
Nope, OM NOM NOM, is what nids do
Re: Random WIP
Posted: 25 Sep 2008, 11:06
by Zpock
Some progress in trying to normalmap with blender, it's a bit sketchy but seems doable:

Re: Random WIP
Posted: 25 Sep 2008, 11:39
by SpliFF
Wolf-In-Exile wrote:Thanks for crits, especially about the blurred refractions. I'm going to add the small cracks and whatnot in the bumpmap.
The problem I have is I need really high res maps for it, at least 3000x2 px cause its for large print, so anyone have super large bump maps of cracks lying around...

This is the problem with the digital generation - you always think in terms of CG effects. Here's an idea, hire a hi-res camera, put some water in the freezer for 12 hours, then *snap*, perfect ice texture.
Sure, you might need to mess with it a bit but you won't get a better ice effect, especially if you also create a rough approximation of the final backdrop out of real world materials or even put a glossy print of the rendered scene background behind it. Then you'll also get refraction and coloring for free.
If it's an animation and you need true transparency then use a white background and play with the alpha or a 'magic pink' background and use chromakey effects.
You probably don't need a bump map, use something pretty generic and do some post-production touch-ups on the edges as needed (ie, airbrush in some droplets).
Re: Random WIP
Posted: 25 Sep 2008, 21:08
by KDR_11k
To photograph bumpmaps you can hold colored lights to the sides of the surface, I've seen someone use that to create a normalmap of a bowl full of corn just by photographing it and doing some post-processing.
Re: Random WIP
Posted: 26 Sep 2008, 00:29
by Cremuss
http://cremuss.free.fr/3d/2008/1.jpg
3 T2 hovercraft models I made for my mod. 800-1000 tris.
I didn't thought it was so difficult to make hovercraft but I'm pretty satisfied of them

Re: Random WIP
Posted: 26 Sep 2008, 01:21
by smoth
I think they look great.
Re: Random WIP
Posted: 26 Sep 2008, 01:35
by overkill
Looks good.