PDA

View Full Version : Character: Spider


Crash
01-23-2003, 07:56 PM
Hi guys. This is my spider WIP. Now the issues that need resolving are: Maping problems and some hair distibution problems. Don't pay attentention to the poor lightening and untextured parts, all will be fixed in time. I would be greatful if you guys could show me some links to shag hair for max coz I dunno how the hell you could place this quanity of hair properly on a spiders back :eek: .

Anywayz here's ze spider:

Crash
01-23-2003, 08:06 PM
And the UVW issue. I painted over the wire exported by Texporter and after placeing the map those errors occured, I know you can handle those with Unwrap but [shame on me] I just don;t know how. Could some one explain it to me like I'm a four year old? :p Greetz

Crash
01-23-2003, 08:07 PM
ohhh one last thing, do you guys know where I can get vray public test v0.50 ??? Greetz

Crash
01-23-2003, 09:16 PM
so what will it be? :shrug: I really need help on this one coz now I can't go on :p Greetz

oracle
01-23-2003, 10:24 PM
Hmm, this is actually coming along very nicely, I'm surprised no one has replied.

I'm sorry, but I'm not expert on UV mapping, but as for your texture, I think you need to tone the spec down a little; your spider looks really shiny?

C'mon :bounce: someone help this poor guy... This could be a great piece.

Dave Black
01-24-2003, 12:46 AM
I refuse to crit it on a matter of principle. I can't allow the spiders to profit from my help. It's that simple. I mean, I can't even really look at it...

But all that said, maybe I can offer a crit or 2. First, tone down the spec, and for the love of God, please light the scene. It will really help the over all look of it.

One other thing...and don't mistake this for any actual understanding spider anatomy, but I did'nt know spiders had antenae...

But then, I've never been that close to one...well...not recently...and since the therapy, I can't really remember it anyway.

Hope ya rot in hell, you 8 legged FREAK!!!!!

Sorry...

-3DZ

:D

Crash
01-24-2003, 04:54 AM
Thanks gys, as said the kightening isn't my main consern [dunno how you write this one :p ] now. The spec is actually a bit to strong, but that will change as soon as I add some hair, still waiting for some help with the Mapping and Shag Hair. Greetz

Crash
01-24-2003, 08:03 AM
ze improved lightening :) ............

FloydBishop
01-24-2003, 02:56 PM
It looks like some kind of ramp shader or something giving an Xray look to the legs. It's kind of distracting.

I think you're on the right track as far as the model goes. There is something about the mandible area (jaws) that bug me. I know the small parts near the mouth are not antennae, but small "legs" that help the spider grasp and eat their food.

Look at some reference for the mouth area and go from there.

A small coating of hair would help this out greatly.

Crash
01-24-2003, 03:58 PM
Like I said numerous times the textures are in development stages. No those are not antenae, I helped myself out with about a few dozen reference pictures includeing closeups so everything is in place. There will be hair, lots of it but........... that's one of the main resons I posted this thread.... I need help with shag hair - I dunno how to manage so much hair, ho w to place them corectly and how to vary them - that's what I need the help at. And I can't belive there's no artist around here that doesn't know his way around with maping - common help me out. Like I said it's been done trough texporter and painted in deep paint and photoshop, now the problem is shown on the 2 picture from the top, the maping is somehow streched I know it's doeble with Unwrap UVW - but I don't know exactly how - my model is high poly without the option to leap to low poly again, coz it's imported from Metasequoia, and now I have to unwrap the high poly model. I know for sure that there's some artist out thaere that can hl;p me out by explaining or by showing me some link to a tutorial; that would help me out. I mean thanx for the feedback guys, and don't get me wrong, it's just that your mising the issues of the greater importance :shrug: , insted you point out the things that are in development - and will be fixed, it's just a matter of time, but fixing something and not knowing how to do it is a problem and time won't help here :) . I need professional help I need YOUR help. Anywayz thanks once again for droping the crits. GreetZ

Crash
01-25-2003, 09:42 AM
Still no answers :hmm: When your not able to help me with the above issues then maybe you'll at least know how do I use SSS in max4.2 and how do I should improve my texture to get this better looking. Greetz

Dave Black
01-25-2003, 04:00 PM
I did'nt really catch everything you said, but here's what I think I can help with.

First, am I to understand that the model is stuck meshsmoothed because for some reason you imported it from another program?

As for Shag:Hair, that's a very complicated thing...But try this:

First, you can use a multi-subobject material to control the density, length, color, etc. This will allow you to control many of the parameters with a map.

So try this:

Create a multi-subobject material

Give it 5 sub-objects

In the first slot(and it has to be the number 1 slot), copy your current material.

In the next 4 slots, make a new material for each parameter you want to control. Density, length, color, etc.

Now apply this multi-subobject material to the spider.

Now open up the enviroment dialog, and assign these sub-object Ids to each setting.

A few things to consider:

Make sure the materials that control length, thickness, and density, have no specularity, and are self illuminated. That way when a light shines on the area, it does'nt make hair grow...


Hope that makes some sense.

-3DZ

:D

Theta-Dot
01-25-2003, 06:40 PM
Let's see those legs textured! The texture on the main body is really good. I think you should model a little more detail around the eyes and mouth because the textures don't do it justice without some actual geometry for it to conform to. It looks really good I would love to see it put in a simple environment with some Depth of Field turned on... oh yes. Keep it up!

=ThetaDot=

Chrobry
01-31-2003, 10:59 AM
Realy nice work. Can't wait the updated ver.. It needs some adjustments - but I can't say what, becouse im a little bit lame in this subject.

Tera ide obejrzec inne twoje prace

Pozdrowionka

CGTalk Moderation
01-14-2006, 06:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.