computer Render art Topic
- boganbusman
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To put it shortly: It's a standard material (blinn shader, no specular). In maps section DIFFUSE COLOR holds the texture image. REFLECTION map is set to 66% holding RAYTRACE material (this is the key thing to have). Raytrace settings are default.
Trick is to not the set the Reflection too high. 100% gets you a full mirror surface which usually masks the texture completely with reflections.
Trick is to not the set the Reflection too high. 100% gets you a full mirror surface which usually masks the texture completely with reflections.
Hmm i'm in the modelling of.... well something, and i'm having trouble with some edges which i want to get rid of in 3DS max. I've attached an image so you can see what I'm trying too, the highlighted edges must go, but when i try to remove them the faces get deletead too..... Could someone who knows about 3DS max help me out, please. Thanks.
PS, sorry for sounding like a n00b at 3d, its becuase i am a n00b, lol
PS, sorry for sounding like a n00b at 3d, its becuase i am a n00b, lol
Mesh smooth will help. Also when you'll eventually add material, the wireframe is usually not visible (you can make it visible if you want to, but default it's not).
But you must have some non-default setting enabled. I never have the wireframe visible in the perspective view. Not to mention the actual finished render.
EDIT: Check your viewport configuration (customize->viewport configuration). In Rendering Method -> Rendering Level you might have "Edged faces" enabled.
But you must have some non-default setting enabled. I never have the wireframe visible in the perspective view. Not to mention the actual finished render.
EDIT: Check your viewport configuration (customize->viewport configuration). In Rendering Method -> Rendering Level you might have "Edged faces" enabled.
Last edited by vellu on 08 Jun 2005, 19:44, edited 1 time in total.
Uhm, what? You're not building the model out of individual surfaces, are you? That's an insane amount of work...
I usually start out of a box shape with atleast 10x10x10 vertices, and use mesh edit (or nurbs editing) to get to shape I want to.
EDIT: Just to give you an idea what MESH SMOOTH modifier does. The dog heads are the EXACT same model, the other just has mesh smooth applied on it. As you can see, the original model can be extremely simple sometimes.
I usually start out of a box shape with atleast 10x10x10 vertices, and use mesh edit (or nurbs editing) to get to shape I want to.
EDIT: Just to give you an idea what MESH SMOOTH modifier does. The dog heads are the EXACT same model, the other just has mesh smooth applied on it. As you can see, the original model can be extremely simple sometimes.
Ah yess good old mesh smooth - a dream for 3D artists, a nightmare for game developers
I started my model from a plane, extruding edges out in the shape of the model, using the blueprints. I managed to get the rough shape of the car in about 10 mins, and now i'm justrefining the model... But I am still learning a lot of stuff in 3DS max....
EDIT: Well i might as well post my WIP of my latest creation. Now bare in mind that this is my first attempt at modelling car, and high poly modelling in general. I've actually started this a while back, but then decided to redo the whole car after Vellu suggested box modelling, which was great help so thanks, Vellu for that tip. Anyway here's two renderes of the car, please don't laugh i have yet to learn.....
I started my model from a plane, extruding edges out in the shape of the model, using the blueprints. I managed to get the rough shape of the car in about 10 mins, and now i'm justrefining the model... But I am still learning a lot of stuff in 3DS max....
EDIT: Well i might as well post my WIP of my latest creation. Now bare in mind that this is my first attempt at modelling car, and high poly modelling in general. I've actually started this a while back, but then decided to redo the whole car after Vellu suggested box modelling, which was great help so thanks, Vellu for that tip. Anyway here's two renderes of the car, please don't laugh i have yet to learn.....
- Lucas_Pukas
- Turbo Charged
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- Location: Liverpool - UK
- Lucas_Pukas
- Turbo Charged
- Posts: 183
- Joined: 17 Feb 2005, 20:04
- Location: Liverpool - UK
Well, i kinda screwed the Z4 up, and just kinda gave up on it, so I started to create a male character instead, i did one before without any reference images and it just looked wrong. So i started on another character using some blueprints of male "comic book" style character, its still work in progress but I thought i'd show what i've done so far....
This is the first character i ever did a couple of weeks ago without the use of reference images -
- as you can see this went completetly tits up...
And these are the pics of my second character with the aid of blueprints..... as you can see that there is a slight improvement.
- Notice that a certain part of his anatomy is missing....
Here are the blueprints i used... front and side -
So what is the moral of this story - well for any beginners out there.... for the love of god, use blueprints and reference images....
This is the first character i ever did a couple of weeks ago without the use of reference images -
- as you can see this went completetly tits up...
And these are the pics of my second character with the aid of blueprints..... as you can see that there is a slight improvement.
- Notice that a certain part of his anatomy is missing....
Here are the blueprints i used... front and side -
So what is the moral of this story - well for any beginners out there.... for the love of god, use blueprints and reference images....
- Lucas_Pukas
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- Location: Liverpool - UK
- Dragon-of-Rune
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- Lucas_Pukas
- Turbo Charged
- Posts: 183
- Joined: 17 Feb 2005, 20:04
- Location: Liverpool - UK