1. Post #121
    Gold Member
    ferdam's Avatar
    June 2005
    1,961 Posts
    Holy shit, it's getting perfect Hayate.

    Also, it's better now that you fixed the horizon thing.
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  2. Post #122
    Gold Member
    Pandamobile's Avatar
    January 2009
    3,701 Posts
    Here's a model I made for the player character in my group's game:




    It's not quite done yet. I still have to do some final tweaks and change up the arms a bit, then UV map and rig it. I like where it's going though :)

    Also, reference art I made:
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  3. Post #123
    Gold Member
    STeel's Avatar
    November 2005
    4,405 Posts
    Pandasaur
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  4. Post #124
    Modelrator
    PLing's Avatar
    February 2005
    4,139 Posts
    Gonna do a few more changes, noticed some flaws in the test render like the water, the vegetation and some objects. AND THEN ITS TIME TO RENDER.


    ]
    The rope really sticks out, it's too light/clean and doesn't have a shadow or too light shadow. Also bend the grass a bit, now it's very stiff and straight.
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  5. Post #125
    Gold Member
    Ajacks's Avatar
    August 2006
    4,183 Posts


    Up to 9 buildings now, 11 more to go. Right now I'm working on adding specular and normals to all my existing textures being used, after I finish the buildings I will then start making a sea of props to flesh out the buildings and give it some life. I'm enjoying this mini-project.



    Just a little test for the sake of playing around.
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  6. Post #126
    Gold Member
    luishi5000's Avatar
    September 2006
    1,109 Posts

    Took forever to render...
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  7. Post #127
    Gold Member
    ferdam's Avatar
    June 2005
    1,961 Posts
    Wow, nice render.

    What did you use ?
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  8. Post #128
    Logithx's Avatar
    August 2011
    166 Posts
    After a lot of hesitation I decided to try out 3ds Max 2012, but I'm having some problems. Whenever I open up projects from 2010 that I want to continue working in, 3ds Max 2012 gets extremely laggy, starts to stutter all the time and there's like 3 seconds delay between viewport switching, going to fireframe mode and so on.

    Any idea what this is about?
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  9. Post #129
    Gold Member
    dookster's Avatar
    January 2008
    4,808 Posts
    Pandasaur
    Pandaroo
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  10. Post #130
    Gold Member
    ferdam's Avatar
    June 2005
    1,961 Posts
    After a lot of hesitation I decided to try out 3ds Max 2012, but I'm having some problems. Whenever I open up projects from 2010 that I want to continue working in, 3ds Max 2012 gets extremely laggy, starts to stutter all the time and there's like 3 seconds delay between viewport switching, going to fireframe mode and so on.

    Any idea what this is about?
    I'm not sure, but try changing the Viewport render mode from Realistic to Shaded, or anything like that.
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  11. Post #131
    Logithx's Avatar
    August 2011
    166 Posts
    I'm not sure, but try changing the Viewport render mode from Realistic to Shaded, or anything like that.
    Happens with all modes, I think it might be a driver issue. The thing is, last time I installed a new driver it first uninstalled my old one but the new one failed to install, leaving me with a computer with no graphics drivers (thanks Nvidia). I am not trying that again, for some reason new drivers won't install (keep getting 'installation failed' messages).

    ლ(ಠ益ಠლ)
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  12. Post #132
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,524 Posts
    Happens with all modes, I think it might be a driver issue. The thing is, last time I installed a new driver it first uninstalled my old one but the new one failed to install, leaving me with a computer with no graphics drivers (thanks Nvidia). I am not trying that again, for some reason new drivers won't install (keep getting 'installation failed' messages).

    ლ(ಠ益ಠლ)

    Hey, i tried my best.
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  13. Post #133
    Gold Member
    luishi5000's Avatar
    September 2006
    1,109 Posts
    Wow, nice render.

    What did you use ?
    3DS Max Mental Ray with Vue integration.
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  14. Post #134
    Gold Member
    ferdam's Avatar
    June 2005
    1,961 Posts
    Happens with all modes, I think it might be a driver issue. The thing is, last time I installed a new driver it first uninstalled my old one but the new one failed to install, leaving me with a computer with no graphics drivers (thanks Nvidia). I am not trying that again, for some reason new drivers won't install (keep getting 'installation failed' messages).

    ლ(ಠ益ಠლ)
    Oh, that driver problem is pretty weird. Well, I'd say that's the problem then, if you are trying to run 3ds max with only Windows default driver it's probably why you are suffering those delays.

    There must be some way to install nvidia's driver correctly. You could try driver swepper, maybe there are still some driver files left somewhere in your computer blocking you from reinstalling it.
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  15. Post #135
    Fabyano's Avatar
    December 2008
    640 Posts

    my first fluid motion thingy I made a long time ago
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  16. Post #136
    Penis Architect
    paul simon's Avatar
    November 2008
    9,485 Posts
    When you make a matchmoved video, the raw video will likely have some motion blur. You can of course set the camera to record at a very high shutterspeed to avoid this, but sometimes we want motion blur.
    Now, I set the cameras shutter to be at 1/60th of a second, so that I get some motion blur but not too much (making it hard to track).
    My problem with this has always been that the 3D object comes out of sync when I apply motionblur to it. So, I'm testing right now and I think I've found a way to eliminate that error. (using Vray)
    There's a setting I've ignored earlier, "Interval Center":

    It defaults to 0.5, which means that the rendered object will always be half a frame offset, and it is really visible. Changing it to 0 would correct this issue, but since I already went and tried to correct it by moving all the video frames one step forward I had to set it to 1 to fix that.
    The "Duration (frames)" is set to 0.5, as the default framerate of 3Ds Max is 30, and the default shutter speed is equal to that.

    Here's a frame from the test:
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  17. Post #137
    Gold Member
    Scotchair's Avatar
    May 2007
    3,327 Posts
    Sitting in a compositing seminar from Hugo Guerra from The Mill in London right now, it's fucking mind blowing. He's here for 2 days to teach us some Nuke, but we're getting to see all the breakdowns and behind the scenes on so many cool projects. We're going to be compositing a shot from the new Audi Hummingbird TV spot this afternoon, exciting stuff!
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  18. Post #138
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,524 Posts
    When you make a matchmoved video, the raw video will likely have some motion blur. You can of course set the camera to record at a very high shutterspeed to avoid this, but sometimes we want motion blur.
    Now, I set the cameras shutter to be at 1/60th of a second, so that I get some motion blur but not too much (making it hard to track).
    My problem with this has always been that the 3D object comes out of sync when I apply motionblur to it. So, I'm testing right now and I think I've found a way to eliminate that error. (using Vray)
    There's a setting I've ignored earlier, "Interval Center":

    It defaults to 0.5, which means that the rendered object will always be half a frame offset, and it is really visible. Changing it to 0 would correct this issue, but since I already went and tried to correct it by moving all the video frames one step forward I had to set it to 1 to fix that.
    The "Duration (frames)" is set to 0.5, as the default framerate of 3Ds Max is 30, and the default shutter speed is equal to that.

    Here's a frame from the test:
    Or do it like me, render a motion vector pass and use a post fx motion blur. ^^
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  19. Post #139
    Penis Architect
    paul simon's Avatar
    November 2008
    9,485 Posts
    Or do it like me, render a motion vector pass and use a post fx motion blur. ^^
    If only I had any idea how to do that :I
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  20. Post #140
    Gold Member
    Asgard's Avatar
    July 2010
    3,581 Posts
    Or do it like me, render a motion vector pass and use a post fx motion blur. ^^
    And after that just do a hibbedyjoobie in the habadaba and you're done.
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  21. Post #141
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,524 Posts
    And after that just do a hibbedyjoobie in the habadaba and you're done.
    No, actually that's how you install nvidia drivers.
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  22. Post #142
    Penis Architect
    paul simon's Avatar
    November 2008
    9,485 Posts
    No, actually that's how you install nvidia drivers.
    No, that would be how you uninstall ATI drivers, because that's fucking impossible.
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  23. Post #143
    Propane Nightmares
    Acezorz's Avatar
    May 2007
    8,518 Posts
    Sitting in a compositing seminar from Hugo Guerra from The Mill in London right now, it's fucking mind blowing. He's here for 2 days to teach us some Nuke, but we're getting to see all the breakdowns and behind the scenes on so many cool projects. We're going to be compositing a shot from the new Audi Hummingbird TV spot this afternoon, exciting stuff!
    That's awesome mate, the the course I'm about to start is full of people who have worked at The Mill, MPC, Double Negative, Framestore etc. And we get something similar to your class where one of the big companies give us a brief that we have to create work for. I'd love to work at The Mill, apparently it's one of the best companies to work at.
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  24. Post #144
    Gold Member
    Overworld's Avatar
    February 2007
    1,641 Posts

    well this was a fun diversion, now to retopologize and skin it
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  25. Post #145
    Asthenia's Avatar
    September 2010
    76 Posts
    Have you guys seen p3d.in yet? It's pretty neat. I uploaded that guitar I was working on.
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  26. Post #146
    Fight until death, shoot until empty.

    November 2009
    15,274 Posts
    Have you guys seen p3d.in yet? It's pretty neat. I uploaded that guitar I was working on.
    This is a cool tool
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  27. Post #147
    Gold Member
    I_Forgot's Avatar
    January 2006
    2,386 Posts
    That is a pretty awesome tool. Now I can show people some of my 3d models. I never did finish this steampunk guitar, but it actually looks pretty close to being finished.
    http://p3d.in/64t0h
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  28. Post #148
    Gold Member
    biodude94566's Avatar
    July 2006
    6,179 Posts
    bored in class, computers have Blender 2.49

    I had no ideas on what to model and just poked around since I know the 2.5+ interface better
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  29. Post #149
    Modelrator
    PLing's Avatar
    February 2005
    4,139 Posts

    well this was a fun diversion, now to retopologize and skin it
    Why do you need to retopo a lowpoly model? Retopo is used mainly for conversion from high to low poly.
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  30. Post #150
    Gold Member
    Kybalt's Avatar
    July 2008
    8,162 Posts
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  31. Post #151
    QUACK
    Not_Yet's Avatar
    December 2008
    5,165 Posts
    the joy of having an extremely old graphics card

    "Sorry, your graphics card doesn't support WebGL"
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  32. Post #152
    Gold Member
    Jeggis's Avatar
    January 2006
    424 Posts
    http://p3d.in/NiBR6
    http://p3d.in/c8pNQ

    Uploading is really slow, but the site is still in a beta-stage, so it'll get better. Also, I can't wait for texture-support.

    Now, there are other sites doing this very thing, but they all(?) requires 3rd party plugins, which narrows down the target group.
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  33. Post #153
    Logithx's Avatar
    August 2011
    166 Posts
    Nice site. Here's mine (will take a while to load, it's 50mb)

    http://p3d.in/HEfei

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  34. Post #154
    Penis Architect
    paul simon's Avatar
    November 2008
    9,485 Posts


    oh yeah
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  35. Post #155
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,524 Posts
    I can see that you found that cool max script.
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  36. Post #156
    Penis Architect
    paul simon's Avatar
    November 2008
    9,485 Posts
    I can see that you found that cool max script.
    Yes i did, sadly I can't find a way of simulating the fragments properly.
    If I try to apply the MassFX modifier to all the 1000 objects at the same time, it'll make a collision box from one of the objects, and use it on all the objects.
    Any way around that? I can of course apply the modifier to all the objects one by one, but that would be stupid.
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  37. Post #157
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,524 Posts
    Yes i did, sadly I can't find a way of simulating the fragments properly.
    If I try to apply the MassFX modifier to all the 1000 objects at the same time, it'll make a collision box from one of the objects, and use it on all the objects.
    Any way around that? I can of course apply the modifier to all the objects one by one, but that would be stupid.
    Not sure, I've never used mass fx.
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  38. Post #158
    SHADERS
    Legend286's Avatar
    October 2008
    9,996 Posts
    Why not use Rayfire, it'd solve your collision problems and has more options.
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  39. Post #159
    Gold Member
    Scotchair's Avatar
    May 2007
    3,327 Posts
    That website is awesome, but I seem to be getting random polys missing from the upload. Anybody else got this? Example http://p3d.in/RgbHx

    Edited:

    This one to, a lot more noticeable http://p3d.in/jpchV

    Edited:

    Also, cant seem to get it smooth from Maya, even when I export the normals.
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  40. Post #160
    Gold Member
    ferdam's Avatar
    June 2005
    1,961 Posts
    Oh wow, thats awesome, I had no idea there were tools like that.

    Just testing it : http://p3d.in/jXKB5
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