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> Learning 3D, Questions
HERD
post Apr 11 2009, 10:58 PM
Post #161


The Islander
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Some new tuts
http://www.bauervision.com/L_Animation.html
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Sir-Kill
post Apr 13 2009, 12:59 PM
Post #162


consiglieri
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you/we should get a new topic for good tutorials or 2 one for 3d one for 2d if needed.
that way they will be easier to find.

This post has been edited by Sir-Kill: Apr 14 2009, 10:47 PM


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HERD
post Apr 14 2009, 10:25 PM
Post #163


The Islander
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My first rig!

Attached File  rig.png ( 149.86k ) Number of downloads: 16


Attached File  LastGoodRig.rar ( 30.98k ) Number of downloads: 5
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Sir-Kill
post Apr 14 2009, 10:50 PM
Post #164


consiglieri
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well cool, but my mobo died again! so I cant check out the max file.
what are the rings?


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HERD
post Apr 15 2009, 09:17 AM
Post #165


The Islander
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QUOTE
what are the rings?

This is how the spine moves
By this tutorial.

What is mobo?

This post has been edited by HERD: Apr 15 2009, 09:44 AM
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Sir-Kill
post Apr 15 2009, 11:01 AM
Post #166


consiglieri
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ah. so can it walk?
mobo= mother board
asus is going to rma (return/try to fix) both boards.


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HERD
post Apr 15 2009, 11:45 AM
Post #167


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QUOTE
so can it walk?

Sure it can, (ugly), but smile.gif beautifully!
I would've posted an animation file, not sure about the extention BWL will be able to digest (for the world to see)
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HERD
post May 27 2009, 01:03 PM
Post #168


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Trying indoor areas

Attached File  02Indoors30.png ( 512.28k ) Number of downloads: 26


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Sir-Kill
post May 27 2009, 01:54 PM
Post #169


consiglieri
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Hey cool, looks good. Has a working mirror too wink.gif does that have a carving in the chair?
Would not mind grabbing those flowers.

A bit of critique; seems like the walls are a bit short. The lighting might need changing to an omni (s) looks like you are still using the ies sun

Forgot to reply to last post: I opened it up in 3ds and had fun moving the legs around, kind of funny at times. Seems to work, nice job!

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HERD
post May 27 2009, 02:42 PM
Post #170


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QUOTE
...carving in the chair...

Yes, but chair and bed are from files Leahnkain gave me

Flowers included:
Attached File  Indoors_object_trial02.rar ( 1.15mb ) Number of downloads: 5


Walls are short blush.gif , was making it on the fly, will make walls in proportion to doors as in outside areas
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HERD
post May 27 2009, 02:47 PM
Post #171


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Lighting never tried to change or create evar...
Will make some lamps first, then actual lights tongue.gif
SK, maybe you have a setup file for indoors?
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Sir-Kill
post May 27 2009, 04:53 PM
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consiglieri
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No, but I made a torch/sconce using 2 lights one casting shadows the other not. red casting yellow not.
I could send it to you when I get home.
the thing you have to look out for is attenuation and make sure that you have the 'use' check boxes checked. if you have the 'show' check box checked it will show the attenuation even if you do not have the light selected.
then there is a light limiter called decay you can use none, inverse (for weak decay), or inverse square for a stronger effect.
Lastly try not to take the multiplier past 1.0 the light starts to look odd (at least that is what i have been told).

Some Info

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HERD
post May 27 2009, 09:41 PM
Post #173


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Yes, please
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Sir-Kill
post May 28 2009, 08:32 AM
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consiglieri
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I just made a new scene with a general light and a 2 light torch. I used scale on the light too to add some extra effect and control where the light actually falls. change the attenuation controls to see what they do.

I would recommend you to stay away from the 2 light system as your primary light source on a large indoor areas, it will require a lot of computations especially if they are all (or half) casting shadows

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Valiant
post May 28 2009, 12:41 PM
Post #175


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QUOTE(HERD @ May 27 2009, 03:03 PM) *
Trying indoor areas

Attached File  02Indoors30.png ( 512.28k ) Number of downloads: 26


HERD, very good work, but to be a perfect one it needs a few touches:

- like Sir-Kill said, it needs to be a bit more detailed. There are plenty of free chair and bed models on the internet, you just need to texture them, for example try this web http://www.archibase.net/gdl

- increase number of planks on the floor, they are too big comparing to the rest of the room

- use Omni Lights instead of the lights you are using atm (IE sun I guess). You can use more than one omni light, just think about the shadows (many tryings)

- soften shadow edges using Area shadow type or Shadow Map type

- made the bed and the chair a bit smaller smile.gif


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HERD
post May 28 2009, 03:09 PM
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Yes, it all will be fixed , hopefully tongue.gif
Thank you, guys for all the pointers
Don't really want to borrow premade things - in order to learn more modelling etc. and try to develop some kind of style.
Q: Do you think there are sources of light behind these windows, or is it just a drawn picture (like background put in 3D)?
1-2-3 Are these Omni lights?
Attached File  AR0605.png ( 450.42k ) Number of downloads: 17


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Sir-Kill
post May 28 2009, 03:55 PM
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consiglieri
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you can tell that they are fake since the windows have a divider (2 panes of glass per window) and the light that is cast has no divider.
but you cant render real volumemetric light in an orthographic projection (since it needs depth for volume).
you can easily fake that light tho by making a plane and lowering the opacity and maybe adding some self illumination.

so in other words drawn in 3d

they are probably spheres with self illumination with omni lights for the rest of the objects. the spheres might not be casting a shadow however. (on the object properties un-check cast shadows). it could be the base that the sphere is resting on. you have have to play around with different things to get the look you want.

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HERD
post May 29 2009, 01:29 PM
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Attached File  03IndoorsLight03.png ( 533.19k ) Number of downloads: 18


And I said "Let there be light", and there was light! I saw that the light was not so good, but for the first try good enough tongue.gif
Can't figure out how to make actual bright light bulb inside the lamp.
Don't understand near attenuation at all.
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Sir-Kill
post May 29 2009, 04:41 PM
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consiglieri
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you dont really have to worry about near. (short answer)

think of a real life light bulb.
near light is brighter and more focused, the attenuation just tells where to start calculating the bright and where to finish.
the far is the light you can see all over the room.

the room looks much better !!
it has a warm feel to it. really good job.

as far as making a bulb, there was not bulbs back then but you make the same as the globe/shade you have now (tho Id use a falloff on the opacity) but increase the self illumination to near 100 (but see what looks best)

shadows look good too not too hard and not too blocky.

I looked at the 3ds file. and a bit of criticism: you should really look in to either not using turbo smooth on everything and use a smooth instead (located in the pulldown on the modifiers tab to the right) this will smooth out the normals and not increase the poly count
or
when you model keep the segments much, much lower then use the turbo smooth.

I usually only use the turbo on natural objects not man made objects.


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HERD
post May 29 2009, 05:58 PM
Post #180


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Guilty, but I use turbosmooth only for speed, because it's just a trial, not the real thing. Bad habit settling in though.
I started to go through tut which explains smoothing groups etc, but comp stopped working and required adobe video player was only on-line.
Will get back to it.

Tried fire effect - can't see anything. In my version of Max the original matlib file is missing, is this why it doesn't work?
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