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Messages - Elentor

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1
Fan Art /
« on: March 21, 2006, 01:27:34 pm »
If you can have any of them, I\'d say go Maya, its becoming very popular.

Any of them is infinitely better than Blender anyway, so if you can have them, get them.

2
Fan Art /
« on: March 17, 2006, 12:47:03 pm »
Just to throw a bone, I did this one for fun:



No post-work, has 835 triangles.

3
Fan Art /
« on: March 16, 2006, 01:17:12 am »
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Originally posted by Rolf Blacksmith
As far as I know these can\'t be bump maps but displacement maps, visible at the most left and right ends of the tower.


The displace is too precise, seemed like post-work.
Anyway LigH, congrats, seems like you fooled everyone here.

4
Fan Art /
« on: March 15, 2006, 07:36:28 am »
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Originally posted by ArcaneFalcon
Your GI and my raytracing are the same thing.  I had GI mixed up with what max refers to as \'Global Lighting\', which simply sets a minimum value for all the shadows in the scene.  Maya calls the same thing \'Ambient Color\', not sure what it\'s called in blender.

:emerald:


And how do you acchieve the light dispersion effect? Using an external render or some different? Because nowadays, GI = that, at leastin most programs, MAX and C4D included and this name is widely used, there is something very wrong if it\'s different  ?( . In C4D that which you call is environment color and sucks too.

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Or is it another month due? - Bah, I already made one. Publishings here are final? Fine for me.


I think you could take polies from the rocks and from the cylinder to make some more details and put some more manual work in the tower body.
The blue stone/stairway concept is cool.

5
Fan Art /
« on: March 15, 2006, 12:54:37 am »
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Well, the shadows are pretty much all that\'s affected by GI.  It simply takes all the black shadows and pushes them up to a certain value, emulating light bouncing around.  It\'s best to keep it relatively low (since having pretty black shadows can be good for contrast), and use point/spot lights for all your lighting.

:emerald:


You\'re very wrong. Unless you are using a really bad unknown algorythm, global illumination algorythms are not limited to pushing up light on shadows. Hard shadows are only an effect caused by black bodies direct light, but in computer terms shadows are created by subtracting an area from the light calculation. Global illumination has no intention of enhancing shadows, it simulates inter-reflection on bodies reflecting direct light. For example, this is a quick image of a light inside a cube, and absolutely no shadow ever in the scene. The first is without GI, the second is with GI:

http://i2.photobucket.com/albums/y26/Kamashii/radinoradi.jpg

GI reflects the indirect light all around the scene, not limiting to where shadows are present. The fact that shadows are usually black unless you have a light from behind is the reason they are usually the first thing noticed when GI is enabled, but the GI function goes far, far beyond it.

If an area has shadows but is in somewhere where light cannot reach because it gets absorbed before, then GI will not \"push it up\", but it will surely push up the non-shadowed areas before reaching the point of zero light.

The fact that 100% of CGI movies and animations within live action moves use GI since Toy Story (and back then, they didn\'t even have a good way to implement per-pixel GI, the guys developed a pretty nasty way of turning every pixel on screen in a vertex to simulate per-pixel effects), plus 100% of professional games\' cinematics hould be a good hint that GI is not a bad attempt at making lights look pre-calculated but a technology needed to simulate real-life scenes (unless you\'re a true master on fakeosity). GI algorythms are the next step being implemented on new generations\' video cards (you can see the new HDRI half-life 2 map or the \"gas station\" demo at nvidia site) and even Planeshift city models has GI baked at the textures.

6
Fan Art /
« on: March 14, 2006, 09:47:43 pm »
Quote
Originally posted by ArcaneFalcon
Global illumination is simply a bad attempt at making your shadows look pre-calculated.



Or it can be simply used to.. create a global illumination by distributing a non-uniform ambient light. I never use GI for shadows, but for light bouncing which is kinda the opposite.

7
Fan Art /
« on: March 14, 2006, 02:04:29 am »
What channels can be used? Bump, Specular, Reflection, blabla, everything?

8
Fan Art /
« on: March 12, 2006, 06:16:39 pm »
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Originally posted by Csophae
That looks great! I like the balls, actually. It\'s good to have that reflection in there. The only thing is that the bigger one looks like it\'s floating above the table...needs some shading I think. The wakizashi hilt too, maybe?


The whole thing is \"floating\" because I didn\'t know how to configure HDR back then, but I didn\'t want to use any light object to cast \"real\" shadows. As a result, the GL Samples were very low and couldn\'t trace properly the shadows.

Nowadays I use GL + Area Shadow + Ambient Occlusion just to make real  sure this won\'t happen anymore.

9
Fan Art /
« on: March 12, 2006, 04:08:05 pm »
Hay there
Sorry for the balls. This was my first HDRI render and since I didn\'t want to do the \"default\" balls render, I added the swords so I could make a good work out of it.

In the sword is writen \"Vaulore\'s Valor\". Vaulore being a RPG character of mine.

10
Fan Art / Oriental Weapons
« on: March 12, 2006, 03:49:44 pm »
Old render I did with some weapons. The blue is a katana and the red is a wakizashi. The axe is there just because I felt like puting it somewhere :)


11
Fan Art /
« on: March 10, 2006, 12:49:10 pm »
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The textures are nice, if you make the models a bit better, it will be pro level  
Keep the great work and apply again to PS.


Thanks, these models are a bit old actually. I\'m mostly doing space scenes right now. Like I said, I can\'t apply to PS, too much work to do already.

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Amazing what you do with low poly shapes and amazing textures. How large are your textures for your swords?


I do them at 512*512 then downsample to 256*256. Because of the game\'s dynamics (crafting custom weapons) the blades and the hilt have different texture maps, so the res. end up pretty high.

12
Fan Art /
« on: March 08, 2006, 12:02:44 am »
Textures can be taken from anything.

Anything that resemble something dirty can be everything, I\'m serious.

Usually on my drawings there are only two or three textures changed to look like they are another 10.

Right now I take my pics with my cam. There are six things that, if you have pics of them, you can do virtually anything:

Metal Bars
Wood Tables
Tree Woods
Dirty grounds
Walls
Grass

For non-commercial purposes, you can use the google images search function.
Or you can paint them from the zero, in photoshop... thats a good way to improve your 2d skills which you will eventually need to fine-touch your pics.

13
Fan Art /
« on: March 07, 2006, 11:13:54 pm »
Nice improvement.
But it looks like a toy sword.
I suggest you looking for references. For now, keep in mind even for a short sword the blade ought to be a little longer.

When using dull materials, try to choose colors that represent the final idea you\'re pursuing, or adding generic textures.

14
Fan Art /
« on: March 07, 2006, 09:25:08 pm »
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What have you done thats in Planeshift? Again those models are gorgeous, so I\'m glad PS has some of you in it.


Man, honestly, I don\'t even know/remember. That was so long ago and, to be quite honest, you\'d be surprised to see the amount of crap I did by the time... My work on Planeshift is probably limited to a very small number of crap props that you never bothered paying attention - I was very young and unexperienced.

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next, try making a scimitar and then a very handsome looking bow...ooo can\'t wait.

Haah I would do. Unfortunately right now I\'m working on documents so I\'m doing space/hitech 3d artworks for a pasttime, and since posting it goes against the rules of the forum, I guess no scimitar/bow for a while :(

See this one, for now. they are lowpo.


15
Fan Art /
« on: March 06, 2006, 10:50:39 pm »
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Your textures are fantastic. I have to ask, do you use commerical textures or make your own? Because I love their realism.


Thanks.  All my textures are made from zero either brushing or taking pictures.

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What modeling program do you use.


I use Cinema 4D 9.5 for modelling, texturing and everything. In some architectural models I use Rhinoceros 3.0, though.

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