Master and Servant 3D Entry: Jimmy Kort


#21

Hmm, i will look it up…so you work with maya…tried that at school once, very nice…specially the “hair” tool…wow, that works like sunshine. but i kept practiceing max…better to stick to one of those two when you’re learning i think. but what do you find of my designs so far? I tried your tip obout going nuts on details, but that was to much for my good old computer, haha. i think i overdid it on the smoothing and facing of the objects…

anyways, like having you as a commentator on my proces…somehow i don’t even seem to atrackt vieuwers…sad, haha. well i’ll just have to improve i guess.

jim


#22

i like it. THough the masters head looks a litlle too flat, like he’s been hit with a coocking pan on his forehead really hard:rolleyes:. But besides that it looks good, keep it up!:thumbsup:


#23

Thanks for the comment…yeah, he looks that way…sorry for the lack of realism, just starting of in max, so i’m trying my best. i’m about to post another little render…just the scenery up to now…what are you working on? what programm?

jim


#24

I’ve been trying some enviroments, this is gonna be the one i guess…still need to refine the whole scene…add some details and some creepy crawlers.
some rubble on the ground i think. any comments on this scene so far? please let me know.


#25

very good texture you have I thank you should tone it down just alittle, it seems to shinny like new…everything else I really enjoy looking at it… keep up the good work!!!:thumbsup:

handsonfire

http://www.cgtalk.com/showthread.php?threadid=223443 <- 3d master and severant


#26

which textures do you mean? the walls and floor, or the bodycocoon? thanks for the positive reply, realy enjoy it when peolple comment on my stuff, i can learn from that.

jim


#27

Looking good :thumbsup: I think the floor and wall textures are too much at variance with the brand spanking newness of the chromework. Make it all very clinical or scruff up the chrome. Stick a spot light in there. Keyframe frame zero (or1 if max starts there) Move your time slider to frame two (or again 3 if max starts at frame 1) and rotate the light 720 degrees, add keyframe. Enable scene motion blur and then go to frame one. Switch off full radiosity and do a test render. It’s a fake but it looks good and it’s very fast to render.

If you put in a sphere round the scene but inside the room you can stick an hdri image on that. Switch off seen by camera. Do the rotating light render and the hdri render separate and comp them in photoshop. Anotherr light trick to try is putting an area light in that points up at the figure. Put the floor texture colour onto that and lower the brightness untill you can just see a hint of the colour in the figure.

I wouldn’t worry too much about how many people are reading your thread. I think they’ve all sold their souls but don’t let on I said that :hmm:


#28

Thanks a bunch man, i’ll see to it and try it out…not that i can find any of your tips easily, but i’ll look in to it, haha. thanks for the positive imput. I know the floor is in great contrast with the bling bling of the rest…i’ll see what i can do to make it as smoothy as the rest.

jimmy


#29

The spinning light is just another way of faking radiosity, a light dome is best for external shots. Not sure about max settings, but in the motion blur settings there will be a drop down to set how many samples are taken. There’s only one frame rendered but the program will split that one frame into upto about 25 passes of where the light is in its rotation. Try it out with the light just rotating and then try it with the light targeted onto the central figure and the target rotated. That way the light is moving round the room. I’ve found that there’s not a great deal of difference but the second method is better for an object that is the centre of attention.

You might think when the render starts that it’s going to b slow. It chugs away for a while working out shadow maps but then it does the actual job in minutes rather than hours.

One last point, you should put your thread address into your signature. That way people can find your thread from their own.


#30

Here is my starting idea for the mini robo slave, he’s lowest in rank but then again, without them, the master cannot live, cause they provide the food and water. hmm, still can’t make up my mind about his transport…maybe a little wagon…or just multiple legs, a bit spider like…


#31

Some solid advice…
My soul is on its third mortgage…don’t tell the missus tho…

Keep up the good work CrazyDesign:thumbsup:


#32

Almost done with him now…think i’ll add some more details to him…but not to much, cause he is still lowest in rank. don’t quite now yet what kond of arms i’ll give him…think i’ll give him some pinchers, wich they can stick in food.


#33

This is one of the slaves. I’ve decided to go with the spiderlook…think the look more like scavengers like this…now i have to wire them to the headrobo…s gonna be a hell of a job…maybe i’ll paost it today…otherwise it’ll be tomorrow.

comments are welcome


#34

nice modeling :thumbsup:


#35

I really like the environment you’ve built. BTW- you asked for some max cheats for faking raytracing, so here are a couple-

  1. Use a generic chrome map in the reflection slot of your material (Max comes with an image, i believe called chromic.jpg that creates a nice chrome. This method isn’t a truer replacement for raytrace as it doesn’t reflect the scene, but it does look like pretty good chrome in most cases. You can make it a bit more realistic by also adding a light/set of lights having the major colors of yours scene, and exclude all the non-chrome objects of the scene from the light’s illumination. This will cast some of the appropriate colors onto the chrome object (This is also a way of faking radiosity, which takes FOR EVER to render)

  2. For each chrome object (Or group that are in close proximity), hide the object and place a camera where the object would be. Render a panorama (Go to the render menu, and select panorama exporter. This will render a panoramic view of the scene. Then use this rendered image as your reflection map. The initial setup is longer as it requires a full render of the scene, but the final renders move quickly, and this is gives results closer to raytracing.

Hope this helps! Good luck


#36

Yeah, i really like that spider design :thumbsup:


#37

Hey Jimmy, the legs on the spider are great mate:thumbsup:
Keep it coming


#38

Thanks tim, that’s a huge compliment for a guy like me who’s just starting.
jim


#39

Wow, another set of great tips. i’ll try to use them, if i can find all the suggested aspects.
Thanks for the tips man, really preciate it.

jim


#40

He thanks man,
didn’t think they would look so great when i was moddeling, but it turned out ok.
He’s gonna get wired up to the headrobo, remember him? and i’ve come up with a new design for the lab the’re all in…i’ll probably post it today, but i don’t have a lot of time on my side today…

Thanks for you’re positivity,

jim