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| Workshop - Sandbox In this forum, you can create a thread related to all your tests you do in your creative days. It can include 3D modeling (digital and traditional), drawings, sketches, anatomy studies, photos tests, animation, rendering tests, shaders tests, traditional painting, etc. |
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| | #42 (permalink) |
| AKA RamPackWobble ![]() | Some more moi -> modo. Should of brought it in with a tighter mesh, although I suppose I could of subdivided it a bit. Anyway found the modo duplicate tab and added a bit of depth of field. Don't like the beak (too sharp).
__________________ Just when I was getting used to yesterday, along came today. |
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| | #43 (permalink) |
| AKA RamPackWobble ![]() | Suddenly, without warning, the flash went off .... This is from moi, into 3dcoat to add the eyes and then into modo for render. Learnt a bit about UVs and quite a bit about 3dcoat. First attempt at exporting from 3dcoat. Tempted to add more detail but thought it worked well by keeping it with just the eyes ? Some pinching around the legs - noticed it on the octopus model too ! ![]()
__________________ Just when I was getting used to yesterday, along came today. Last edited by are : 28th June 2008 at 14:52. Reason: adding info |
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| | #44 (permalink) |
| I'm Batman (in 3D) ![]() | I think more detail would be good. But that depends on what you are aiming for. If it is a plastic toy type thing then I think it's fine as it is. How are you liking 3Dcoat. How about giving the head sculpt challenge a go using 3Dcoat? http://forums.polyloop.net/speed-con...tml#post171965
__________________ Regards Tony |
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| | #46 (permalink) |
| proud to be a nurb ![]() | It's a bit too metallic looking, if you're going for plastic. You should have the reflection set to 0%, fresnel reflection can be somewhere around 60-80%, with specular around 5% and roughness set to taste. Also most plastics (especially injection nylon) require SSS. I find in Modo, the best way to get a nice effect is set diffuse low (sometimes to 0%) and just rely on the SSS value, color, and depth settings. Use Front Weighting to help compensate for lack of backlighting... keep those tests coming! ![]() jonah |
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| | #47 (permalink) |
| AKA RamPackWobble ![]() | Thanks for the advise - a couple of more tries - no more time now, will have to play later. Added sss and also some transparancy, turned off defuse and added a second light behind the model. The difference between the dark and light green is the blend mode (dark is normal and light is burn). Too many options in modo Looking forward to getting to the shader tree chapter....
__________________ Just when I was getting used to yesterday, along came today. |
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| | #50 (permalink) |
| AKA RamPackWobble ![]() | Back again ![]() One thing learnt from todays play is that if I import from moi and then copy it to a new mesh I loose the smoothness of the model. I guess that there is information in the file about how one face will blend into another ? In the past I hadn't noticed this and was bringing in much higher density models than I now think I need. In moi I've started to read the instructions - and it is even more fun than before ! (I wonder if that applies to other things...) Some splodgyness (is that even a word ?) in the gap between the mouse and its buttons I could not remove - but that is for another day ![]()
__________________ Just when I was getting used to yesterday, along came today. |
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| | #51 (permalink) | |
| AKA RamPackWobble ![]() | Quote:
The groan was about the "Pixare" comment ![]() I am RamPackWobble - and still have my zx81 somewhere abouts I was going to ask Thomas to change "are" to "RamPackWobble" and still might ....I am also known as Alan and sometimes Dad (In fact it was not untill I got to school that I found out my name was not "Alanstopthat" as my Mum used to call me )
__________________ Just when I was getting used to yesterday, along came today. | |
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| | #52 (permalink) | ||
| proud to be a nurb ![]() | Quote:
Quote:
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| | #53 (permalink) | ||
| I'm Batman (in 3D) ![]() | Quote:
![]() Quote:
Here's a quick sweep in MoI, exported as LWO, imported into modo. The one on the left is the original, the one on the right is a copy and paste into a new mesh. Both look the same to me when they are active.
__________________ Regards Tony Last edited by -ash- : 30th June 2008 at 21:39. | ||
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| | #54 (permalink) |
| AKA RamPackWobble ![]() | Hi and thanks again. Re copy into new mesh - just had a quick try and some things copy smooth and some come across faceted (correct term ?). It also appears to make a difference if you "item" copy or "Polygon" copy... too late for any more - will have another look tomorrow. ps Moi V2 beta out this week ? ![]()
__________________ Just when I was getting used to yesterday, along came today. |
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