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shards
11-18-2003, 01:41 PM
hello all..
since I got not so much hints on the wip forum here it is the finished one..made in lightwave, what do you think?
:wavey:
http://hangoutcentral.net/imgs/pub1/amanitaok.jpg
if you cant see it, here is another link:
http://net.supereva.it/moloch666.freemail/amanitaok.jpg

Heaven871
11-18-2003, 01:51 PM
It's a nice one.
I'd add some textures on the leafs of the flower and definetely get rid of the black outlines they have.

Your raytraced lighting method is way out of age. Better use blurred depth maps or take final gathering, or GI :D
Your shadows are just too hard.

Textures are good, snail is good, grass is good.

Just the light ruins it all, change that and I am sure it will look really great.

shards
11-18-2003, 02:54 PM
Your raytraced lighting method is way out of age. Better use blurred depth maps or take final gathering, or GI Your shadows are just too hard.

thanks for your tips!!
can you explain better? what do you mean with depth maps? never heard for lightwave...

Diablo1000000
11-18-2003, 03:40 PM
Try using 'shadow maps'.

When I first started using Lightwave I ignored them, as I thought they were a 'cheap and tacky' way of creating shadows.

But at the right resolution and positioning they can create nice, soft shadows for your objects. So long as you're not doing anything with transparent surfaces you will be ok (like your snail scene!)

Hope this is useful! Good luck! :thumbsup:

T x

Heaven871
11-18-2003, 04:16 PM
Answer was already given by Diablo1000zerozerozero ...

You can have ray traced shadows or you can have shadow maps.
In Maya shadow maps are called Depth Map Shadows.

So, try blurred shadow maps or you can also try to download a lightdome from somewhere, should be available for Lightwave, too.
It simulates global illumination with shadow maps.

Waiting for your next rendering :buttrock:

shards
11-18-2003, 06:19 PM
http://net.supereva.it/moloch666.freemail/amanitafinishedok.jpg

shards
11-19-2003, 04:50 PM
:bounce:

shards
11-19-2003, 04:52 PM
a little update..changed lights with better shadows and painted the flower, how does it seems now?:)

http://net.supereva.it/moloch666.freemail/amanitafinishedok.jpg

Omnicrola
11-19-2003, 06:47 PM
Looks much better than before, but the snail seems detached from the mushroom. I suspect you have a low-res texture map on it, and there's no bump mapping on it either.


Can we see a wire?

TriEye
11-19-2003, 07:50 PM
Much better. I think he still needs to appear more suctioned to the mushroom.

shards
11-19-2003, 08:12 PM
but the snail seems detached from the mushroom. I suspect you have a low-res texture map on it, and there's no bump mapping on it either.

thanks..it seems so because of the global illumination :(
I'll try to make the shadow more visible..
the snail have not a so low resolution, (the fungus resolution is much worse!!) you're right no bumps because I cannot get it to work with front projection mapping :cry:
I'll post some wires soon, sorry for any delay!!

Heaven871
11-19-2003, 09:42 PM
:beer: yeah, here we go. Great work.

Why is there a problem with the front projection, take it to the max. Why GI when you can simply paint this little shadow.

Take a blurred brush in Photoshop and paint it really dark beneath the snail. You should be able to do this directly on your projection mapping, take a screenshot for positioning reasons.

I bet this will work.

BazyBen
11-19-2003, 10:32 PM
very nice, but i think you need a higher res texture on the mushrooms

shards
11-20-2003, 12:12 AM
Why is there a problem with the front projection, take it to the max. Why GI when you can simply paint this little shadow.
I dont know about the front projection..for the trunk it simply does not appears :( even at max values, for the snail and mushrooms I've used the taft plugin to match it..and it does not allows bumps.

I dont want to paint the snail's shadow it because the object matches the photo very well, and can cast a precise shadow..(better than what I can do in photoshop :) I'd like a shadow on the mushroom like the one on the first render )

thanks again for all tips!!:thumbsup:
here are the wires from the camera and a perspective solid shade.

http://net.supereva.it/moloch666.freemail/hallucinwires1.jpg
http://net.supereva.it/moloch666.freemail/hallucinwires2.jpg

charithmax
11-20-2003, 05:45 AM
really nice work!:thumbsup:

i think the modelling is pretty good but u should adjust the texturing a bit and mostly u should make the scene live by lighting it an a such a way that it would bring out the characters.

overall its really nice:beer:

Bulba
11-20-2003, 08:20 AM
The modeling is great, but the snail seems to be on another layer!!! This is a good work!:beer:

onscreen
11-20-2003, 10:18 AM
Wonderful work... the second fix on the shadow has a much much better outcome.

cserbuj
11-20-2003, 10:47 AM
I like it very much. Congratulations.

playmesumch00ns
11-20-2003, 12:50 PM
The modelling's great, but I'd kill the GI, light the thing properly, maybe with a little ambient occlusion (light dome type thingy to ground the objects). The lighting's very flat, try using light to draw the viewer's eye to a particular area.

calinmatney
11-20-2003, 02:23 PM
I agree with most of the coments, the modeling is really good and the lighting is coming along. My only problem is the texturing. Everything in your scene should usually have the same level of detail and the snail seems to be the only thing that has a really nice texture. Everything else seems a little pixelated. Up that res and I think it will be a great scene.

Cheers

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