Apartment 3-D, My journey in 3d |
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Apartment 3-D, My journey in 3d |
Mar 26 2005, 09:43 PM
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#1
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
This is a pic of some dragon eggs.
I started with an ellipse added a metal texture to it, then rendered it, cloned it twice and rotated them individually. simple enough. what I learned to day; then I added an environment. a screen shot I had from a game and placed them on to the map. (I know, it looks like they are floating) This post has been edited by Sir-Kill: Sep 29 2006, 05:40 PM -------------------- |
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Mar 27 2005, 03:26 AM
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#2
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
ok, I followed max's tutorial for the cave mesh and the mesh is a bit different for 3ds 7 but with some trial and error I was able to make something out of it. the tut. that max did left off at aplying textures/materials to the mesh but there was some good info on another tut. that he did.
So here is a single texture cave mesh. (the lights and camera were not saved in this pic) This post has been edited by Sir-Kill: Mar 27 2005, 03:33 AM -------------------- |
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Apr 14 2005, 06:53 PM
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#3
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
I am trying to learn nurbs and stumbled across AEC objects. and that 3ds max can make a few million trees, here is a small set, a wall, and fence all aec objects. (premade objects)
This post has been edited by Sir-Kill: Apr 15 2005, 12:20 PM -------------------- |
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Apr 14 2005, 08:40 PM
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#4
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Forum Member Posts: 106 Joined: 14-August 04 |
The AEC objects are a nice starting point, but I'd strongly suggest looking into something like SpeedTree to get really good results. (At the very least, retexture the AEC trees because the default colours are awful close up.)
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Apr 18 2005, 07:34 PM
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#5
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
I just have not gotten around to check out speed tree in full yet it looks like it has to go with autodesk (or whatever the name is) so there is 2 programs that I have to get
This post has been edited by Sir-Kill: Jun 7 2005, 04:53 AM -------------------- |
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Apr 18 2005, 07:39 PM
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#6
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Forum Member Posts: 106 Joined: 14-August 04 |
I don't even know what AudioDesk is. SpeedTree comes in the form of a standalone program and accompanying plugin. It can be awkward to get hold of for some versions of 3dsmax though. I'm also recovering from how much it's been put to shame by Bryce, anyway.
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May 27 2005, 01:54 PM
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#7
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
ok with some guidance from windwalker I was able to do some rudimentary uvw maping here is an example of with and without (the one that looks better is with uvw maping)
now if I could add some ramparts I would be all set This post has been edited by Sir-Kill: May 27 2005, 01:57 PM -------------------- |
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May 28 2005, 03:33 AM
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#8
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
ramparts/battlements haza! and some funky 3d vertex paint, it is not good but I did not even think that you could paint in 3d.
with 6 cap segments and selecting 3 polygons and leaving out the fourth then repeat as nessesary then set the face extrude to 8 This post has been edited by Sir-Kill: May 28 2005, 03:45 AM -------------------- |
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May 31 2005, 05:22 PM
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#9
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
ok, learned' may be a stretching it a bit' but what I did today was working with edit poly modifiers and came up with this following the tut. in 3dsmax. I did not want to 'wow' you guys too much but it was also animated
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May 31 2005, 10:13 PM
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#10
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
Here is a bishop, using a boolene subtract A-B I made a slice out of the top of the 'head piece' not a very monumental looking thing but it will come in very handy later
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Jun 10 2005, 05:05 AM
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#11
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
just messing around with bevels on a sphere.
This post has been edited by Sir-Kill: Jun 10 2005, 05:13 AM -------------------- |
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Jun 17 2005, 03:18 AM
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#12
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
I tried my hand at lighting today, it is not going well I guess I'll have to read some more
but here is a stair case with 2 omni lights colored in a red with small diameters. and one spotlight. why is it when I never add a light it always comes out worse than with no light? -------------------- |
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Jun 22 2005, 11:27 AM
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#13
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Forum Member Posts: 18 Joined: 18-March 05 From: Zug, Switzerland |
QUOTE(Sir-Kill @ Jun 17 2005, 04:18 AM) I tried my hand at lighting today, it is not going well I guess I'll have to read some more but here is a stair case with 2 omni lights colored in a red with small diameters. and one spotlight. why is it when I never add a light it always comes out worse than with no light? Don't know how to do this in MAX, but try to set an ambient value to your surfaces or to the scene overall. I normally use plain white set to about 15%, but of course there is plenty of room for experiments -------------------- |
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Jun 22 2005, 11:31 AM
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#14
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
yeah I can do that thanks! I did not even think of that. where do you put it tho and what kind of light?
This post has been edited by Sir-Kill: Jun 22 2005, 11:32 AM -------------------- |
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Jun 22 2005, 01:13 PM
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#15
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Forum Member Posts: 106 Joined: 14-August 04 |
Ambient light on your surfaces will work nicely in outdoor areas (and you basically always have to do this with SpeedTree), but doesn't do so well on indoor scenes, where you need to light only the interior of a hollow object. Experiment with attenuated lighting, since that tends to give more realistic results, and doesn't affect the whole scene.
And if you're using shadows, they're basically always going to look awful until you make them transparent and give them soft edges-- by default, all shadows in any version of 3dsmax seem to be totally black and overly distinct. |
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Jun 22 2005, 01:18 PM
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#16
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
I still do not have speed tree as you can tell
yeah I have been playing around with them a bit. a little something I have been working on. shadows have been purposfully shortened to give the impression that it is closer to the equator. -------------------- |
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Aug 19 2005, 11:55 PM
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#17
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
Big thanks goes out to max tbg for the tutorials (well all of them) in 3d to day I learned the FFD modifier which makes ajusting shapes (standard primitives) much easier.
sorry no pic for that lesson. well it has been a long time since I have done anything public thought I might share some gold goblets that could be found in a treasure room or something. shrink them down and put them somewhere in bg. This post has been edited by Sir-Kill: Aug 20 2005, 12:04 AM -------------------- |
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Sep 14 2005, 05:41 AM
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#18
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
today I tried to mimic a BG texture of a dome in the docks distric. the color is off but I think the overall look is pretty good. I made my own texture; 300x300 yellow w/ green smatterings, added 4 circles. made sure that it would be tilable then saved. psp has a feature that you can use your current image as a texture so I used that @ 50% painted over the whole thing and added a grey textured top . opened up max, created a cirlcle, made it a hemisphere .5, droped my texture on it, used the same texture as a bump map. changed the uv cordnates and bam that is it.
This post has been edited by Sir-Kill: Sep 14 2005, 06:02 AM -------------------- |
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Aug 29 2006, 07:24 AM
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#19
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
well it has been almost a year w/o and update now I am not sure how much I have learned in that time more that this pic will sho and too much to tell in one post. but this is what you can do in a couple of hrs.
but in this image I have used a new shader on the crystel ball. This post has been edited by Sir-Kill: Aug 29 2006, 01:03 PM -------------------- |
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Aug 29 2006, 05:50 PM
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#20
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3ds Max Mage Mod Developer Posts: 663 Joined: 25-December 05 From: Slovensko |
Yeah, that looks good to me. Obviously you have studied a lot of tutorials to come up with something like this. BTW, if you ´ll have some questions about creating BG2 area art, just ask, if I can, I will answer...
This post has been edited by Valiant: Aug 29 2006, 05:51 PM -------------------- Valiant
Tower Of Deception creator. |
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