Nothing really exciting or interesting... a ladyfriend of mine asked to see the last 5 PSD's I'd touched, and thar they be. Some skins, some websites, and a random design/wallpaper.
: I paid $14 for a T-shirt and all I got was this stupid T-shirt :
here's some bubbles i'm making , its for this soda company's promo posters and promo car stickers ...i'm only doing the bubble part ...here's a test render
also working on some comic cover for school so just sketching a litl ...not finnished tho ...what you see here is going to be a forest three kind of ghost ...the head is going to be in like a wood texture into a three ...
less hair on the top jared. looks like a cornhead ;)
i like it, the colors, well personally i like more terra-like colors (if you have enought time i would love a version with those colors XD)... looking good. still i don't know what else you could put in all that negative space. An alley maybe?
tried the lips thing, just didnt work for me, i didnt want them as a focal point. the hair idea is good though, odd that in the original photo she had so much hair on top.
Please share some of your infinite lighting wisdom. I've been able to play with Max 7 & 8 for a little, and I'd like to learn how to make those pretty little streaming-light type things as well as nicer global illumination. My radiosity never comes out as good as it should.
I learned everything i know about lighting from the lighting tutorials @ CGArchitect.com
You can get really great lighting and not use any gi at all, you can learn how there.
I started using vray rs system lately, and you can use the same techniques with it, I think straight up full bore gi lighting can flatten an image, so I use a lot of omnis set ambient only, and will use very low gi to fill it out, usually a higher 2nd bounce.
Streamy light effect: This is what I do, light the scene to your satisfaction, the clone the target directional you're using for direct sunlight, make the shadow type shadow map and add a volume light effect, turn the intensity down by about 3/4. bam.
This will give you those clean shadows on surfaces but also give them that little halo glow that makes them look so nice, plus you get a little bit of atmosphere. Plop a low intensity omni over each pool of light if you're really bored.
max 8 looks great, can't wait to try pelt mapping.
hopefully I can purchase it next spring.
I'm always willing to gab about 3d, so if anyone wants to share tricks, mail me.
Unfortunately, I'm stick with Max 5, the 7 or 8 demos (fortunately, I have enough machines to last about 6 months worth between the two), or pilfered student versions. I'm not getting any younger and will eventually run out of people who can get the student pricing. It also doesn't help that it's just a hobby and I don't have nearly the time to spend on it I would like.
I'll have to check that site out. In terms of art, you do a lot that I would like to do (basically 3D impressionism).
In the future, somebody remind me not to post when I'm trying to watch five football games at once, because I realize what I say makes almost no sense at all.
Ive got a bit into vectors a while ago, and I started on it. I really like it but it just takes forever. Im probebly never going to finish it but here it is
I *think* the hotspots are from the omnis that light the window openings. I noticed that before and I'll tinker with it.
advent - thanks. You should see the stuff I first did when I got started on this. I only think I would post it if there were some type of "when we were total beginners..." thread.
OK, I'm a little lost with the hotspots. There are three lights that affect those posts - each opening has two omnis (one ambient, one normal) and a single direct light that illuminates the whole area. Making the target direct falloff only doesn't help much. Making the omnis have a lower intensity works to some degree, but it also affects the rest of the scene.
I wish this were easy. Yesterday I started to build a mantle, only to find that not only was the drywall above my fireplace bowed, but the board I was trying to attach to it was bowed as well. In opposite directions, of course. I did mange to mutilate the board and, worse, the drywall. As they say, nothing is ever easy.
i'm not too sure what "hotspots" mean, as i don't know jack about cg, but for the closest column, the 4 pillars that make it up are kinda jagged around the edges while the others are aren't at all. but this is really nice, very smooth.
Very subtle changes. I moved the omni lights in a little towards the main scene, and turned down the intensity (by half). It cuts down on the hotspots and still keeps a reasonable brightness.
flint; I think that's better - just for giggles, render off a shot with colored lights, make your ambient omnis in the openings a a very very light blue and your target dir. a lightish yellow. If you want to really waste time, fade the omnis to a darker blue the further they are from the target directional.
for sunlight you don't want any falloff on that targeted light, in my opinion. Sunlight tends to keep on truckin.
I think max light's have an adjust hotspot field? Can't remember.
That might help me determine where the brightness is coming from, especially if i make them all a horribly different color. The colors almost already are what you say they are - the target is an almost-white yellow, and the omnis (both ambient and other) are all a light blue (they're all clones).
The only hotspot adjustment I have in my scene is with the sunlight (the target direct). Right now, the entire scene is in the hotspot. I've rendered without the direct light on, and it doesn't make much of a difference. The omnis are what's giving me the brightness. I actually think it has something to do with the attenuation, as the columns are pretty much in overlap zones (the far attenuation of one overlaps the far attentuation of the next).
I'm trying to fine-tune this now. Well, tomorrow, actually.