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Old 01-29-2007, 02:05 PM   #16
jeremybirn
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Quote:
Originally Posted by MasterZapWhat I don't get is... is the guy planning on [i
backing[/i] into the garage? He's at the entrance, not the exit...!?


I guess he's British?

Very glad to see you onboard for this one, MasterZap! If you move the truck for your next test, Christophe was also suggesting that it looks better with the front wheels turned a bit.

If I edit a new version of the scene, I'd also be interested in why the center of that 'P' is filled in your render...

-jeremy
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Old 01-29-2007, 02:06 PM   #17
bmorcos
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Talking >>> MinaRagaie <<<

Quote:
Originally Posted by MinaRagaie
I hope you do
I'm in....



احنا مش بنتهدد يا استاذ

لو شفتو في الحرب اقتلوه


 
Old 01-29-2007, 02:38 PM   #18
MasterZap
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Quote:
Originally Posted by jeremybirn
I guess he's British?


LOL

Quote:
Very glad to see you onboard for this one, MasterZap!


Don't count on too much, I'm quite busy. A little weekend tinkering was all I could find time for right now...

Quote:
If I edit a new version of the scene, I'd also be interested in why the center of that 'P' is filled in your render..


An error w. the .max version, apparently.

You know, I find it odd that now, in 2007, a simple model made out of only plain dumb trianlges can't be passed correctly between two softwares? *sigh*

/Z
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Old 01-29-2007, 03:21 PM   #19
simonenastasi
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too bad... i didn't partecipate to the previous challenge only because the file was a mess - and i had not enough time to fix it :| same with this one?
 
Old 01-29-2007, 03:24 PM   #20
MasterZap
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Thumbs up

Quote:
Originally Posted by GunraY
too bad... i didn't partecipate to the previous challenge only because the file was a mess - and i had not enough time to fix it :| same with this one?


Agreed; I would have loved to do the hallway, but the .max file provided was a mess, and importing any of the formats generated even more messes. *sigh*

But no, this file is nowhere near as bad, it's only two/three of the texts that are screwed, and text is trivially redone in max anyway.

/Z
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Old 01-29-2007, 04:13 PM   #21
d4rk3lf
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@jeremybirn
Thanks pal
I have added some lights (thought I need to add more inside the garage
What do you think about this update?

@Diabolos
I like the way, you texture the scene. Lightning is good, but it looks like you are aiming to afternon atmosphere. Give the scene more contrast, let thouse neons cast a stronger difuse shadow. Also the letter P is overbrighted with glow. Anyway good job. Congratulation.

@MasterZap
Now, that's a good lighning!
The shader of the car is great, also the metal parts. What about adding a little (almoust invisible) volume light for the car lights? You didn't fix the P letter (or beter, replace it with the new simiular font).
The teksturing is good, only one thing botters me. This procedural for a concrete, and it's to strong glosines (it looks wet like it is raining).
Anyway, It is far better then I can make right now. good job.


Update!!!
I have added some more lights (i'am planing on adding many more) so courently number of lights is 64. I have also just slap the texture over some object.
I couldnt resist not to make a little animation (just cammera flying)
Average frame time render is 54 sek.

Here is if you want to se it.

http://www.sendspace.com/file/11z6gj













Lights, lights, lights, lights, lights....
Attached Images
File Type: jpg chalenge-wire.jpg (81.1 KB, 154 views)
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Last edited by d4rk3lf : 01-29-2007 at 04:15 PM.
 
Old 01-29-2007, 05:09 PM   #22
MinaRagaie
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Quote:
Originally Posted by BsBs


احنا مش بنتهدد يا استاذ

لو شفتو في الحرب اقتلوه



LOL... Very funny
maybe the Red was out of place, I'll try that again...
I'm in...

P.S: next time keep it in english, it's a public forum and anyone should be able to read and understand what you're saying, no offence, just a thought
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Old 01-29-2007, 05:28 PM   #23
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this should be a fun one, cant wait to get off work to go work on it
 
Old 01-29-2007, 09:36 PM   #24
fraa
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Damn I gotta try this one, with a realtime 3D engine.

First, let's organise the max file, then I'll start working on the shaders & lights.
Here's a quick roadmap :
- Mesh cleaning, take out those unwanted polys (the budget is quite hi for a 3D engine)
- No radiosity (it will be realtime, he )
- No baking for dynamic shadows (the car should be animatable)
- Some vertex color to bake the static ambiant occlusion (i'll need to tesselate here & there may be)
- Use a lot of short range pointlights
- Use some dynamic shadow mapped spotlight...

Enough told, let's work !
(i'm in)
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Old 01-29-2007, 09:47 PM   #25
ACamacho
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Ok I still haven't finished the hallway....and I intend to finish that one. But this was too good to pass up.

Lambert shade with glow/CC/grain in Shake (not wild about grain but tryin to get color). Also the neon lights have a rough bright mat applied to get basic color.



Early but if time allows I'll hack it out more.

Fire away...

*edit: Changed tire rotation.

Last edited by ACamacho : 01-29-2007 at 10:42 PM.
 
Old 01-29-2007, 11:33 PM   #26
fraa
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Hey, Acamacho, very nice start !
I love the overall simplicity, as you focused on the essential : lighting.
Even without any texturing, your render is very interesting already !!!

Ok, let's start !
Here's a quick test-run. The original geometry was tossed in the engine, just to see how it would cope with it. Got to admit that it's really a beautiful mesh, that truly deserves a good lighting !

Here are some screenshots directly taken from the engine :





and more of the same ...

http://astrofra.com/lighting_challenge/a_02.jpg

http://astrofra.com/lighting_challenge/a_03.jpg

http://astrofra.com/lighting_challenge/a_07.jpg

http://astrofra.com/lighting_challenge/a_08.jpg

Time to sleep
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Last edited by fraa : 01-29-2007 at 11:47 PM.
 
Old 01-30-2007, 12:13 AM   #27
ACamacho
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Very nice fraa! It's fresh to see a different method of lighting the scene. And good start on the colors too.

update:



Nite...

Last edited by ACamacho : 01-30-2007 at 01:02 AM.
 
Old 01-30-2007, 09:01 AM   #28
Scizzer85
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Neon scene

Heres my first go at this new challenge. My neons are just ok. Right now I am using the glow feature which is a post-processing thing so it doesn't actually illuminate anything therefore there is no reflections on the car. Any crits are welcome as always. Also I haven't finished texturing because I am not sure where I want to go with this scene just yet. Thanks.

 
Old 01-30-2007, 01:51 PM   #29
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I'll get this cleaned up and converted to subpatches/quads LWO and LXO as soon as I can. Hopefully today or maybe tomorrow. Apparently, I don't have an un-RAR application here at work, and I don't have an admin account so I can't install stuff.



ACamacho, I rather like your image.

Last edited by CaptainObvious : 01-30-2007 at 01:54 PM.
 
Old 01-30-2007, 03:05 PM   #30
MasterZap
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Another quick test.

100% "Arch&Design / mia_material", physically correct lights, and tone mapping. No "tricks", layers or comp work, straight out of mental ray.

/Z
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