Halo 1 & 2 for PC
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Subject: a 3D modle of my computer <(^_^)> what do you think?
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Posted by: sexy legs davis
I can see how working somewhere would require you to restrict yourself a bit. simply put, whenever I do anything for somebody else's use, other than the sole purpose of a render, I keep polys low.

Approximately 1.93 million polygons. Ouch. And only one freakin light source, too.

I will tell you that the grass and water plants are the killer. They are 6-sided cylinders with multiple joints, so each has quite a few faces. Multiply that by about 10000+ blades of grass. The reason I use the 3D method instead of a 2D one is for the sake of reality. 2D grass appears just that up close, plus I wanted realistic shadowing and reflections.

When I do get my new CAD pc built (dual opteron 242's, 2gigs of RAM, 3D Labs Wildcat Realizm 100), I will use NURBS instead of normal vertices and polys. See, I would use them now, but I'd have to reduce the poly count by about 80%. Even now my pc gets 1-5fps in the editing/modeling perspective, and that's when it isn't even rendering anything.


jeez dude man
to think ur around 16 - 17...
man im around that age and i dont
know even a whale poops bit of what u know
no ofence ( this is a copliment)
u sound like the son of einstein

  • 05.01.2005 6:21 PM PDT
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Wow.... Just wow!
When I get bored I like to see what some high poly models look like. I especially like making the sphere, selecting every other polygon, then matrix extruding a couple of times. It makes for some interesting stuff. Or if Im in the mood I like matrix extruding the hair on the Zygotes that are pre-built. Fun stuff.

  • 05.01.2005 7:04 PM PDT
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On the note of spheres, I was thinking about pushing an idea to the edge of insanity.... Create a 1 million-poly sphere, explode the vertices outwards so it looks like a star [with a lot of points!] Texturing would be a glass-like surface that's sort of amber, float the thing in some water...I will come back and post pics.

[Edit] There's a limit on it, so I can't go one million. However, I have to do each by hand anyway, no here's what I did in ~40min

Gold Star

[Edited on 5/1/2005]

  • 05.01.2005 8:31 PM PDT
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well all i can say about your work davis, is... texture. i see nothing but color. and you dont need 1.93 million polygons for that scene :|

cinema 4d has this neato thing in it called a phong tag, which smooths out polygon edges, making a 2000 polygon model look like a 2000000 polygon model ;)

also, you talk of bump-mapping, yet i do not see much of it in your pics. at least no high res bump mapping.

your geometry is a little too detailed i think, sometimes you won't notice it because of the rendered resolution. i suggest lowering detail farther away (not as much as games would, but you could save a lot of render time.

lighting looks good though... wish i could do lighting that well...

  • 05.01.2005 10:58 PM PDT
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Texturing for me right now is a time constraint. I have the trial version of Max, so there aren't any of the great stock textures with it. I am working in Jasc Paintshop to take textures from this library of textures so that they don't appear tild and such. I have a few worked out. Then of course, I will have to do some custom bump mapping on them, as the stock ones are pretty generic.

Do you know of any plugins that make grass low poly, quickly, and effectively?

I'll also look into getting a better smoothing plugin. The one I use is pretty crappy...

  • 05.02.2005 6:48 AM PDT
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I know there is X-Frog for C4D but I dont know if its compatible with 3ds. I also dont know how much help it could be... I never had to actually use it. We used it for a big group project but I wasnt on landscaping.. I did a majority of the buildings.
I will put in a little time tonight before I hit the sack and see what kind of quick/easy/simple render I can get for you in terms of what I was talking about with the matrix extruding the spheres.

I think if you did a kind of gradient texture on the star thing it would be neat... just a thought.

  • 05.02.2005 6:23 PM PDT
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ill get some pics finished soon, i have been slacking off lately.

also, i am going through a nice little weird procedure to get a new .net pass but the same name... its complicated but it works i suppose, so my name is different for now

EDIT:
Fun with Texture


found another couple i did
glass
goblet

[Edited on 5/2/2005]

  • 05.02.2005 7:12 PM PDT
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If you put the glasses on a slightly more opaque surface, and changed the reflection angle, some caustics could make them look really good. I think that effect is under the renderers...mental ray or something.

A new line of pics added. Still working on getting those areas around the water a bit smoother, but my machine starts gagging for air with them. Also working out the kinks to the wood texture/bump map.

[Edited on 5/2/2005]

  • 05.02.2005 9:20 PM PDT
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very nice. i particularly like the 4th one

just one comment though. the bump map on the second pic could be smaller. there are too many flat spots.

and those 2 glasses i did 2 years ago, so they would look a lot better had i done them now

[Edited on 5/2/2005]

  • 05.02.2005 10:22 PM PDT
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Yeah, i'm tweaking everything a bit. I decided to give up on the tree-bark textures I have and go with some tileable ones from a website.

I am planning to swap out the ground as well for a NURBS surface so it gets a lot smoother around the edges. I still looks pretty choppy.

  • 05.02.2005 10:24 PM PDT
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im rendering a new version of my goblet, with a marble texture as the floor, not wood, and i have upped the antialiasing and stuff to make it all look nicer. Will probably take all night though, because i don't know any other way to fix a reflection and refraction bug other than to use a lot of subdivisions. about 201k polygons in the glass alone. will take a while

ill add it on here when it finishes

  • 05.02.2005 10:52 PM PDT
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pollopesca:

As someone who recently graduated with a Bachelors in Digital Arts for 3D animation here are my comments on your picture. The first thing that stands out to me is the format you saved the picture as... bmp is a very large file size and isn't very web friendly. I would sugest using .jpg or something similar in the future. However, I like the tenasity your work shows it was a little hard to tell from that picture, but I do belive you didn't just texture the surface of the keyboard. That shows attention to detail. (Of course if I just couldn't see it well, then dissregard that.) Another thing you should look into is beveling edges. Bevel -every- hard edge you've got. Now you might say that it is supposed to be a hard edge though! Look at the actual monitor, or anything with a hard edge in real life.. They all have a small bevel.

Now if I might get off topic a little here I noticed a small couple of posts about your grammer and spelling. I figured I'd help you out on that one. Despite what some people might think it's worth the time to have good grammer and spelling and it does matter in the industry. Just doing a decent job at 3D won't get you noticed... If an employer is looking at two people that are the same in their 3D abilities, they will choose the person who seems more intelligent and creative.

Other than that, keep up the work and post final renders when you get them! =)

  • 05.03.2005 1:27 PM PDT
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new version of glass

sorry i couldnt get it on here earlier, had school this morning and had to go before i had time to




Thanks to ImageShack for Free Image Hosting

  • 05.03.2005 6:15 PM PDT
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Nice, just a quick question, how do you make it so the water is more volumetric than just a plane? Like, how did you make the water in the glass...? It seems like more than a plane.

Otherwise, I love the stark contrasts between black and white. Pretty darn realistic. I'm working a bit harder now on that swampy scene. Almost have is close to what I'd like it to be...

  • 05.03.2005 6:57 PM PDT
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i made an object that fit in the glass perfectly then made it kind of bluish and transparent with all the other bells and whistles that water needs in its texture. besically its a shape with texture. nothing too complicated

  • 05.03.2005 7:11 PM PDT

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