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#61 |
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Join Date: Apr 2004
Location: Scotland
Posts: 604
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ok, here is a we render of my postman pat toy car. This was a fav of mine when i was very young :p
Got it all worn and rugged, i think this will be in darkness but ill deffinatly highlight it with a we point light, id like this toy to be seen ![]() Render is small i know, just a wee quicky :beer: Last edited by davie563; 03-02-2006 at 09:24 PM. |
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#62 |
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Join Date: Apr 2004
Location: Scotland
Posts: 604
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oops :headbang:
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#63 |
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Join Date: Apr 2005
Location: Scotland
Posts: 165
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Lookin good, although might I sugest the corners are a bit sharp? I'd sugest cutting it up like so, and subpatching.
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#64 |
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Location: Scotland
Posts: 604
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cheers john, i thought i might have gotten away with that, but seein as u spotted it 1st time, i fixed the car :p
When i smoothed it i had trouble with the textures, all of them are fixed except the bonnet joining up with the windscreen, ill need to fine tune this a wee bit more to get a nice smooth transition. Other than that im pretty happy, il leave the texture adjustments till ive lit the final scene, dont want to waste time on somthin that i might get away with ![]() :beer: |
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#65 |
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Join Date: Sep 2004
Location: Scotland
Posts: 294
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If you've still got the old version of the model, I'd suggest using rounder to sort out your corners rather than cutting and sub-patching, its a much cleaner way to deal with simple objects...
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#66 |
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Location: Scotland
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well, that would have been a great tip if u had told me before i did it the other way :shakehead
Ucckk well, its done now :beer: |
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#67 |
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Yeah a young kid would have his eye out with the old corners.
I think it looks a lot better now anyway, the roundeness makes it look a lot more realistic. And I think makes the textures even look better. I don't know if your crease problem is that much of a problem. It isn't that noticible and as the room's going to be in a fair bit of darkness and the toy probably in the background of the scene it shouldn't be noticable. Even if as you say the Postman Pat toy is going to be illuminated more. P.S. I'd have suggested rounder if I'd heard of it! ![]() |
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#68 |
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Location: Scotland
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cheers john, yeah the textures do look better, expecially the chips is the corners :p
Here is a texture im workin on the now for a torn comic page, this will be under the crash dummies car, and will slowley dissolve as it reaches the centre walk-path, sorta as if its worth from beeing walked on alot :p Still a work in progress along with the rest of the texture :p The sqwiggles u can see on the ground are a rough marking of where the objects lyin the the scene, they will also help act as a layer of dirt that surrounds most objects. I think ill bee startin on the actual lighting for the scene 2morrow, then il know what parts of the texture need to be brighter and darker ect... Cheers :beer: |
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#69 |
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Location: Scotland
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spent the last wee while getting everything into position....
This is just a we tease of the opening shot, ill give away more once i get textures on the thing :p |
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#70 |
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Join Date: Nov 2004
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Nice fraser. Like your postman pat toy. Its came along well.
However I'm not totally sold on your comic image. If the image had been trampled on quite so ofen it wouldn't look so clean. I can see what you are trying to do. But the comic itself will have suffered wear and tear. Right now it's too clean a merge. I suggest desaturating the colours of your image in photoshop and putting dirt trails on it. That would help alot. A little bit of ruffness in a bump map, like it's been scuffed would be nice too.
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#71 |
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Join Date: Apr 2004
Location: Scotland
Posts: 604
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cheers, well the bit of the comic that is clean wont have been trampled on, the clean bit is underneath the crashdummies car roof, its only the part where its starts to fade and wear that is on the walkway, i think ill add a dust layer to it thou, this was really just a test at the actual look of the fade and tear map i created. Im pretty happy with that. I think ill burn some of the colours thou.
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#72 |
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here is a wee pic of where the comic book lies in relation to the rest.
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#73 |
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Location: Scotland
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yo !
Been workin on the lights a bit, for some reason im not getting a glow on my lights ![]() I have luminosity and glow intensity up at 100%, but nothin.... Could it be the glass case that sourounds it that is stopping the glow, if so.... is there a way around this, ive seen lights done in lighwave that have a glow coming from the centre and they are incased in glass ![]() Any help would be great Cheers :beer: |
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#74 |
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Location: Scotland
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hi, after alot of tweeking, ive decided to go with slightly duller lights with softer glows, i also want the scene to be darker, here is a workin rough, im going to add highlights and sparks to the final wires.
I also need to model the thickness to the floorboards to make the hole more noticable Just thought id post a wee render, give u guys a wee look Cheers :beer: |
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#75 |
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Join Date: Apr 2004
Location: Scotland
Posts: 604
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here are some black and white renders. Im considering doing somthin with Night Vision so here are some tests of how it would look :p
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