View Full Version : Pelvic anatomy
Backenbotten 03-29-2003, 06:59 PM Yep, its another pelvis seen from behind :bounce:
The model is really designed for interactive realtime web use, using Cult3D, so we've had to limit the geometry and texture complexity a lot.
We're beginners at non-realtime rendering, but would like to use some renders for presentations and some other things.
It's still a WIP.
Any ideas, how to make it look better? Lighting? Environment?
software: 3dsmax5
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Stimpy
03-31-2003, 01:37 AM
im no pro at anatomy, but the model looks fine to me.
only thing that you might be wanting to look into is the specularity of your object(s). right now it all looks clay like. not there is much wrong with it, depending on what look you want. either like a model, or like the real thing :)
MartinNH
03-31-2003, 01:41 AM
Very nice indeed :).. I can't really see anything wrong with it. Are you going to moddel more of the body?
Backenbotten
03-31-2003, 12:26 PM
MH:
:) Thanks! I don't know, but there will definately be more modelling and animation in the medical field, not only anatomy. Im curious why you ask! Are you maybe into organic modelling yourself?
Stimpy:
:) thanks for the comment! we would like to make it look like a model more than the real thing, but some subtle specular highlights would indeed be very interesting to add. right now i was only using one skylight, giving this matte look. i'm not at my workstation now, but as far as i remember the skylight alone couldn't provide speculars. is that because speculars would be all over since the skylight is really a lot of pointlights in a hemisphere over the scene?
when i add a spot light, what strategy would you recommend with the diffuse/ambient/specular settings, and shadow casting? i'm trying with only specular on first. i'll upload a new render tonight! i will have to work a lot with the materials' specular properties to make use of that spot light.
FYI i'm using the max5 internal renderer.
MartinNH
03-31-2003, 12:51 PM
I'm working on a character at the moment, not anatomical correct or anything, but I'm doing my best :) http://www.cgtalk.com/showthread.php?s=&threadid=53035
Stimpy
03-31-2003, 01:05 PM
hmmmm.. i dont use max so i cant give you a specific answer to your problem. in XSI you can just disable the diffuse component of a light for example, so it will just contribute to the specular of a material.
another way would render a specular pass, and then later on comp it.
OR what i think might give the most interesting results, is just too use reflectivity. make your material a tiny bit reflective (prolly by using a map for that as well, like where the muscle strands (?)are) and put some constant white grid in front of it into your scene. hope i am making sense here. to increase the brightness of the reflections, dont increase the reflectivity but just the brightness of the white grid. depending on your software either by increasing luminosity, or putting the color settings at higher than white values.
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