Your scaling looks off.
Your scaling looks off.
I don't think he's actually modelled lego, just copied it without a reference.
Wouldn't doubt it.![]()
goddamn that minifig's proportions be sure to tell him i'm here to help with his scoliosis in any way possible
Some very early wip
My concept (I made an orthographic final design): http://i.imgur.com/IQNsg.png
I knoe about floating geom :/
It's not, it's just an incredibly well done UV map. I doubt the people who made Mass Effect would overlap UVs
actually it is a terrible uv map sorry bioware
I took the normal and put it onto a plane...
Added displacement and put it in a Normal Map bump slot... I have no Idea what I'm looking at...
The footprint of an AT-AT.
why would you put it on a plane that's not going to help you make sense of it
look at the microdetails that got mostly lost in upload it looks like a ship probably the normandy
looks like the outskirts of a town with farmland, obviously that isn't what it is but imagination
It didn't lose detail in the upload, it's just a low res texture.
the uv map.
Tried Blender...
Oh god what did I do
maximum efficiency
Hardcore.
But seriously, drag the top right corner into another window.
:D
Hey boys, problem here I'd very much appreciate if one of you would have the solution to solving it.
The big white thing is obviously not supposed to be there. I rendered an animation of this scene, and in about 5 frames (of a total of 180) across the whole animation (eg one frame in the 30s, one in the 50s and one around 100 for example) this big white thing will be in the frame at a random location. It will be there one frame and go away the next. I did a render of the exact same scene before this and the issue also appeared, but I've rendered different scenes and haven't seen anything like this.
Using Blender 2.62 64-bit on Windows 7 64-bit and have a HD5830 graphics card (if that's as much info I need to give). So does anyone know how I can get rid of this... thing whatever it is?
In the five instances that it appears, it's always the same noisy box with the rounded white box in the middle of it if that also matters.
if the animation is jsut that static you could probably get away with just looping the first 5 frames that worked.
Edited:
Oh wait a second... I didnt even see the road in the background there. I'm talking shit. No idea man, sorry.
Off with his license!
Haha the scene isn't the best I'm trying to get a conveyor belt (and there's a bottle behind that big artifact thing) but I'm not the best with lighting. Going completely black and relying on the lights in the scene was the best I could do.
I'm not doing this project for a specific 3D graphics assignment, rather its a portion of my Major Project for my Industrial Technology course (where we get to do whatever the fuck we want whether it be 3D modelling or making a website or flash game) so I don't really mind that it looks that bad.
Funny, the first day at Futuremark, I had a gtx 295, then the same day It changed to a 480, now today they got me a 580. Maybe in a few days I get a 680 or 690.
Edited:
Now, I'm truly worthy of my username.
lol the normal map you posted is a jpeg and it lost a lot of detail
Edited:
and yeah that's a really bad uv map
It didn't lose detail, it's just not very detailed. That's how it really looks. Also how is that UV map bad? It uses almost all available space. Also I saved it with maximum quality so the difference in quality is negligible.
I'm not sure, but I think it's probably because you have so many little pieces rather than larger islands.
Is there anyway to stop 3ds max from locking on an object after changing it's gizmo type in uvw map? What I mean is that I have to change one bit to y planar and I do it just goes the selected red and won't let me deselect it, I have to close the window and reopen it to fix it.
Oh man I tried that world > .mdl converter. Making Mineraft videos has never been that easy!
pewpew u dead
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Finished robot:
995 Tris
Neat!
that looks awesome!
Does your Lego figure have downs syndrome?
Looks pretty good other than the minifigure's facial expression making me laugh.
I'm sure I'm incredibly late seeing this, but a guy at the studio was giving us some pointers about getting a job in VFX and showed us this video. It parodies all the cliche reels out there, was hilarious:
if you cant see the compression then look at the color channels individually. they've got a fair amount of compression.
as said there's the ridiculously tiny islands but my main problem is that a lot of the distortion should be straightened out. it matters less whether or not it's perfectly relaxed than it does that you can capture the detail in the best possible manner. it's so much easier to fit microdetails in a small texture when the uvs line up with the pixel grid.
I always found that so strange. Why do UV maps normalize between 0.0 and 1.0? Why not conform to a pixel grid? Does that have to do with procedurally generated maps or something?
I need to do more looking into this.
I'm still babby at modelling but how do you guys think I should start approaching making more details (possibly for a high poly) on this:
![]()
Personally, I'd look into finding a Greeble making plugin for quick, easy surface detail, then add more visually interesting details by hand, like laser cannons and docking stations and such.
I'd post a link for such a plugin but I'm on my phone.
bokeh
Edited:
How can you disagree with an image?![]()
I downloaded and installed Blender, and watched the tutorial series you guys suggested. It's the first clear tutorial i've ever watched. I can't wait to get started :D
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro
This book is another great resource. The problem is, it's still in some sort of purgatory between 2.49 and 2.5+, so it may be a little confusing.