1. Post #1201
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,551 Posts
    Make the fluid more transparent to have it blend in with the wet map.

    Edited:
    Is there any way to reduce the fluids contact angle? If it is, you should do that.
    Yeah, I thought about making the wet map darker. The high contact angle is just lack of resolution, but I'm not feeling like rendering that again for over 100 hours, so i'll just make a new scene someday.
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  2. Post #1202
    Gold Member
    Domino's Avatar
    August 2006
    1,322 Posts
    Oh, I think you should. I'm sure they would be awesome.

    Edited:


    I'm super productive, I made another video!
    Damn, looks solid :)

    I would probably animate a little more kick to the shot, because from my point of view; The reaction is a little bit slow, when he fires, so I would have made the backfire a couple of frames shorter.

    Somehow the threads and wheels looks like they're rigid-body simulated, MassFX?
    (Because I could totally see how that would work :) )
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  3. Post #1203
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,551 Posts
    Damn, looks solid :)

    I would probably animate a little more kick to the shot, because from my point of view; The reaction is a little bit slow, when he fires, so I would have made the backfire a couple of frames shorter.

    Somehow the threads and wheels looks like they're rigid-body simulated, MassFX?
    (Because I could totally see how that would work :) )
    It's all physics simulated with craft director, like it says in the video description:
    "Craft director plugin is pretty awesome, this scene is animated just by smashing buttons on my
    Xbox 360 controller. Maybe i'll render this with vray and also put some fumefx there."
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  4. Post #1204
    Gold Member
    DOG-GY's Avatar
    June 2009
    13,262 Posts
    any good tutorials for using that?
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  5. Post #1205
    Gold Member
    guest91's Avatar
    August 2005
    258 Posts

    It's a steel doughnut.
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  6. Post #1206
    Gold Member
    Juniez's Avatar
    May 2007
    6,899 Posts


    Can anyone help me with this? when I bake normal maps in one smoothing group, these weird things appear in the normal map where the triangles are. This only happens with one smoothing group and not with individual smoothing group stuff.
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  7. Post #1207
    Gold Member
    ferdam's Avatar
    June 2005
    2,039 Posts


    Can anyone help me with this? when I bake normal maps in one smoothing group, these weird things appear in the normal map where the triangles are. This only happens with one smoothing group and not with individual smoothing group stuff.
    This happens a lot with me, specially when baking AO maps.

    I don't know how to fix it, I hope someone knows a solution.
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  8. Post #1208
    Gold Member
    DOG-GY's Avatar
    June 2009
    13,262 Posts
    you should be baking with a low poly set up with proper smoothing groups as well as a cage with 1 smoothing group.

    are you exploding your model?
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  9. Post #1209
    Gold Member
    Juniez's Avatar
    May 2007
    6,899 Posts
    putting smoothing groups myself leaves gaps in the ray searches and putting 1 smoothing group on the cage didn't change the gap issue. (unless this isn't an issue)

    no, I thought the cage was tight enough to not warrant one. Is that the problem?
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  10. Post #1210
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,551 Posts
    any good tutorials for using that?
    Their site is full of them.
    http://www.craftanimations.com/gallery/videos/tutorials
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  11. Post #1211
    Gold Member
    DOG-GY's Avatar
    June 2009
    13,262 Posts
    putting smoothing groups myself leaves gaps in the ray searches and putting 1 smoothing group on the cage didn't change the gap issue. (unless this isn't an issue)

    no, I thought the cage was tight enough to not warrant one. Is that the problem?
    It could be a problem with not exploding, bad uvs, or improper cage setup.

    If you are getting gaps in your ray searches when you put on smoothing groups then you don't have a proper cage set up. What are you baking with?
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  12. Post #1212
    Gold Member
    Juniez's Avatar
    May 2007
    6,899 Posts
    I tried it with 3ds max / xnormal / polybump
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  13. Post #1213
    Gold Member
    Scotchair's Avatar
    May 2007
    3,352 Posts
    Sorry for the lack of updates these days lads, the film is due in 6 days so we're running around trying to get it wrapped up.

    Here's a still, this is the point the two clones first see each other. Ignore the HORRID jpeg compression.

    If anybody is nearby, it'll be on show at the DJCAD Degree show in Dundee form the 18th of May.



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  14. Post #1214
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,551 Posts
    That looks brilliant!
    Did you make it all by yourself?
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  15. Post #1215
    Gold Member
    Scotchair's Avatar
    May 2007
    3,352 Posts
    Thanks man :)

    Me and 2 other guys primarily. I'm the director and lead VFX/Compositor, but I also modelled and textured the character.

    The other two done modelling, texturing, lighting and rendering. We all split the animation.

    We outsourced some stuff to friends and fellow students as well though, the rig was done by my mate from Double Negative... and the sound design is being done by a guy from Ruffian Games.

    Unfortunately I won't be able to upload it when it's finished, as we want to enter it into some festivals. I might be able to put a passworded version on Vimeo or something for you guys, but I was hoping to make a big thread in GD with all the concept art, blog posts, making of etc.

    Edited:

    Also I'm just putting the final cut together and we are 5 minutes on the dot. The minimum for the course is 30 seconds, and the average is about 2.5 minutes.

    We started production 3 months before the other groups because we knew how hard it would be, and we worked through Xmas and everything. Now the rest are all running around like headless chickens still animating and we're doing the final edit... bliss.
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  16. Post #1216
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,551 Posts
    Thanks man :)

    Me and 2 other guys primarily. I'm the director and lead VFX/Compositor, but I also modelled and textured the character.

    The other two done modelling, texturing, lighting and rendering. We all split the animation.

    We outsourced some stuff to friends and fellow students as well though, the rig was done by my mate from Double Negative... and the sound design is being done by a guy from Ruffian Games.

    Unfortunately I won't be able to upload it when it's finished, as we want to enter it into some festivals. I might be able to put a passworded version on Vimeo or something for you guys, but I was hoping to make a big thread in GD with all the concept art, blog posts, making of etc.

    Edited:

    Also I'm just putting the final cut together and we are 5 minutes on the dot. The minimum for the course is 30 seconds, and the average is about 2.5 minutes.

    We started production 3 months before the other groups because we knew how hard it would be, and we worked through Xmas and everything. Now the rest are all running around like headless chickens still animating and we're doing the final edit... bliss.
    That's awesome work for such a small team. I can't wait for the finished video.
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  17. Post #1217
    Gold Member
    dookster's Avatar
    January 2008
    4,824 Posts
    Thanks man :)

    Me and 2 other guys primarily. I'm the director and lead VFX/Compositor, but I also modelled and textured the character.

    The other two done modelling, texturing, lighting and rendering. We all split the animation.

    We outsourced some stuff to friends and fellow students as well though, the rig was done by my mate from Double Negative... and the sound design is being done by a guy from Ruffian Games.

    Unfortunately I won't be able to upload it when it's finished, as we want to enter it into some festivals. I might be able to put a passworded version on Vimeo or something for you guys, but I was hoping to make a big thread in GD with all the concept art, blog posts, making of etc.

    Edited:

    Also I'm just putting the final cut together and we are 5 minutes on the dot. The minimum for the course is 30 seconds, and the average is about 2.5 minutes.

    We started production 3 months before the other groups because we knew how hard it would be, and we worked through Xmas and everything. Now the rest are all running around like headless chickens still animating and we're doing the final edit... bliss.
    Can't wait for when you can upload it. I'd come see it if Dundee had accepted me last year, but unfortunately they didn't I could suggest it to some of my friends at Dundee Uni and DJCAD though, to go see it.
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  18. Post #1218
    ChunkyMilk95's Avatar
    March 2012
    63 Posts
    Here is one I did a while ago in blender.



    I like it.
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  19. Post #1219
    Gold Member
    Juniez's Avatar
    May 2007
    6,899 Posts



    facepunch was down yesterday
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  20. Post #1220
    cocknugget's Avatar
    December 2011
    694 Posts
    those screws.. make them go inwards a bit, it would be hell holding it this way
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  21. Post #1221
    Andreewww's Avatar
    June 2008
    1,026 Posts
    It's all physics simulated with craft director, like it says in the video description:
    "Craft director plugin is pretty awesome, this scene is animated just by smashing buttons on my
    Xbox 360 controller. Maybe i'll render this with vray and also put some fumefx there."
    I've made something similar with those two plugins
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  22. Post #1222
    Dolton's Avatar
    December 2009
    1,243 Posts
    Teapot is just a filler.

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  23. Post #1223
    Gold Member
    Domino's Avatar
    August 2006
    1,322 Posts
    Teapot is just a filler.

    There seem to be something wrong with your smoothing-groups, blocky edges on the table and the angle in the metal on the chairs.
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  24. Post #1224
    cocknugget's Avatar
    December 2011
    694 Posts
    looky looky

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  25. Post #1225
    Dolton's Avatar
    December 2009
    1,243 Posts
    There seem to be something wrong with your smoothing-groups, blocky edges on the table and the angle in the metal on the chairs.
    I know but I can't figure out why they are. Still pretty new to 3ds max.

    Here is the problem, in shaded view the chair frame still looks unsmoothed an low poly however the mesh wire frame is smooth an high poly. I have tried resetting the smoothing groups, autosmooth, etc but it still renders as really low poly, even though the wire frame says otherwise.



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  26. Post #1226
    ben_lind's Avatar
    September 2011
    302 Posts
    There seem to be something wrong with your smoothing-groups, blocky edges on the table and the angle in the metal on the chairs.
    Also is the camera ortographic?
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  27. Post #1227
    Gold Member
    alien_guy's Avatar
    June 2009
    4,412 Posts
    Also is the camera ortographic?
    Looks like it, nothing wrong with using orthographic though.
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  28. Post #1228
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    Looks like it, nothing wrong with using orthographic though.
    Well it makes everything perspectiveless, which looks pretty bad for rendering realistic stuff.
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  29. Post #1229
    Gold Member
    Juniez's Avatar
    May 2007
    6,899 Posts
    those screws.. make them go inwards a bit, it would be hell holding it this way
    I'll just move it up so it doesn't get in your hands way
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  30. Post #1230
    Gold Member
    Domino's Avatar
    August 2006
    1,322 Posts
    I know but I can't figure out why they are. Still pretty new to 3ds max.

    Here is the problem, in shaded view the chair frame still looks unsmoothed an low poly however the mesh wire frame is smooth an high poly. I have tried resetting the smoothing groups, autosmooth, etc but it still renders as really low poly, even though the wire frame says otherwise.



    You should try to delete your tessellation modifier.. Tessellation in max = Bad unless you'r using some sort of displacement map.
    THEN ad a meshsmooth modifier.

    Looks like it, nothing wrong with using orthographic though.
    Not for just showing your model, but for an actual render... Not so good.
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  31. Post #1231
    Modelrator
    PLing's Avatar
    February 2005
    4,151 Posts
    I know but I can't figure out why they are. Still pretty new to 3ds max.

    Here is the problem, in shaded view the chair frame still looks unsmoothed an low poly however the mesh wire frame is smooth an high poly. I have tried resetting the smoothing groups, autosmooth, etc but it still renders as really low poly, even though the wire frame says otherwise.



    Try welding all vertices. They sometimes detach themselves from eachother, making it look like no smoothing groups.
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  32. Post #1232
    Logithx's Avatar
    August 2011
    166 Posts
    Why not subdivide it? Looking good though.
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  33. Post #1233
    cocknugget's Avatar
    December 2011
    694 Posts
    Why not subdivide it? Looking good though.
    Because I wanna keep it somewhat low on the polycount?
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  34. Post #1234
    Gold Member
    SweetSwifter's Avatar
    April 2007
    4,561 Posts
    Because I wanna keep it somewhat low on the polycount?
    It's often best to go either high-poly, or low-poly. Don't dangle somewhere in the middle, as you'll end up with either an ugly high-poly model, or a badly optimized low-poly.
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  35. Post #1235
    Fan-Fanatic's Avatar
    April 2008
    443 Posts
    Spent my last two hours on this rifle.
    I know it isn't much, but it's my very first try at Plane modeling with blueprints so gimme some time.


    Edit:
    Here's an update.
    Also: First time I got artistic for anything 3D Related
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  36. Post #1236
    Gold Member
    Juniez's Avatar
    May 2007
    6,899 Posts
    pretty sweet design, but you might want to make the grip more rounded.
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  37. Post #1237
    Fan-Fanatic's Avatar
    April 2008
    443 Posts
    Thats actually the way the Blueprint suggests it, but I also thought of making it a bit more rounded :)
    Another Update:
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  38. Post #1238
    Gold Member
    kingkingbill's Avatar
    April 2008
    463 Posts
    That gun is looking good man :D Keep up the good work
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  39. Post #1239
    Gold Member
    ChestyMcGee's Avatar
    August 2008
    25,326 Posts
    i can't work out what's going on with the raised part of the lower section of the stock. it's angled oddly. i can't tell from these shots though. probs need to see the wire
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  40. Post #1240
    Gold Member
    kingkingbill's Avatar
    April 2008
    463 Posts
    Bit of a request: Does any one know where i can download a free syringe model? I was looking into trying a few medical animations just as practice. I will model my own if needs be but i really wanted to just focus on animation.

    Thanks in advance :)
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