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FalConTear
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Joined: 30 Dec 2001
Posts: 19
Location: colorado

PostPosted: Sun Dec 30, 2001 8:54 pm     Reply with quote
well a friend finnaly talked me into posting in the forum for some c/c on my latest model. i hope i did this copy (or attempt of)of Aki's flare gun from Final Fantisy movie. sorry about no textures
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SporQ
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Joined: 22 Sep 2000
Posts: 639
Location: Columbus, Ohio

PostPosted: Sun Dec 30, 2001 9:47 pm     Reply with quote
awesome stuff. welcome to the forum. id like to see more cool 3d stuff like this here.
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tr0n
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Joined: 11 Dec 2000
Posts: 28

PostPosted: Sun Dec 30, 2001 11:59 pm     Reply with quote
How did you get that arealight?
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Sumaleth
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Joined: 30 Oct 1999
Posts: 2898
Location: Australia

PostPosted: Mon Dec 31, 2001 3:14 am     Reply with quote
Brazil has a sneaky habit of making any render look good, but thats still a very cool model. Don't forget to do the texture though.

Row.
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[Shizo]
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Joined: 22 Oct 1999
Posts: 3938

PostPosted: Mon Dec 31, 2001 4:53 am     Reply with quote
Nice gun. Isn't it TOO detailed though? hehe will be a pain in the bum to skinmap it (tell the secret how you do it).
It would prolly be easier to break it up in parts and apply materials to it rather UVW textures. Probably.
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FalConTear
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Joined: 30 Dec 2001
Posts: 19
Location: colorado

PostPosted: Mon Dec 31, 2001 5:35 pm     Reply with quote
thank you very much for the input all. And yea texturing is deffenetly not a very strong point of mine..i mainly focus on modeling at the moment. here is the shotgun also from Final Fantisy that i have done
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tr0n
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Joined: 11 Dec 2000
Posts: 28

PostPosted: Mon Dec 31, 2001 6:47 pm     Reply with quote
Argh. How did you get the area light and soft shadow? It's something I've been struggling with.

[ December 31, 2001: Message edited by: tr0n ]
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FalConTear
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Joined: 30 Dec 2001
Posts: 19
Location: colorado

PostPosted: Mon Dec 31, 2001 11:16 pm     Reply with quote
tron there are actually no lights in the image. it is done using a high output texture on the dome and letting brazil to the rest. if you check on the splutterfish faq page there are hints on how to setup for the lighting i use...well almost use it took a little bit of tweeking
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Little Beefucker
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Joined: 19 Nov 2001
Posts: 254
Location: US

PostPosted: Mon Dec 31, 2001 11:57 pm     Reply with quote
That's a wicked program. What exactly is Brazil? I did a quick search on Google and didn't turn up anything but a few other forums for Brazil renders.
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tr0n
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Joined: 11 Dec 2000
Posts: 28

PostPosted: Tue Jan 01, 2002 2:45 am     Reply with quote
quote:
Originally posted by FalConTear:
tron there are actually no lights in the image. it is done using a high output texture on the dome and letting brazil to the rest. if you check on the splutterfish faq page there are hints on how to setup for the lighting i use...well almost use it took a little bit of tweeking


Ah, so that's basically a caustic effect?

Thanks. =)

[ January 01, 2002: Message edited by: tr0n ]
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sicean
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Joined: 10 Dec 2001
Posts: 2
Location: houston, tx

PostPosted: Tue Jan 01, 2002 6:37 am     Reply with quote
no its not caustics. its called radiosity. a lot of 3d programs are using it now. it calculates reflected light. all those neat little shadows in the corners are created when the light rays from his globe can't bounce their way in there. its actually pretty simple to set up (but it usually takes awhile to render.)

nice models btw.
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shahar2k
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Joined: 01 Jun 2000
Posts: 867
Location: Oak Park CA USA

PostPosted: Wed Jan 02, 2002 4:35 am     Reply with quote
heh one last correction brazil isnt radiosity, radiosity involves rendering lighting by taking each point on the model and measuring the amount of light it "sees" and then repeating it in multiple passes,

brazil uses a diffrent method called "photon mapping" in this method it takes the physical model of photons and light and uses light sources to project photons like a little explosion, and each time a photon hits something solid it deposits some of it's "light" energy, (making that spot brighter) and bounces off to hit something else

hence in brazil you have a selectable number of "bounces" and of course that grainy effect you get happens because of the unevenness of photon projections,

anyways that's at least how I know these algorithms work, carry on
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starfish
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Joined: 07 Feb 2000
Posts: 126

PostPosted: Fri Jan 04, 2002 8:15 pm     Reply with quote
Yo FalConTear!

nice to see that you finally made it here ;D
cool new stuff you got there =D

*scampers away to find some yummy food*
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Sukhoi
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Joined: 15 Jul 2001
Posts: 1074
Location: CPH / Denmark

PostPosted: Sat Jan 05, 2002 12:24 am     Reply with quote
Check out the 3,5" disk drive on the rifle in the last picture, haha!
No, seriously though. Great stuff!!
I can't remember how the guns in FF look but these look good, correct or not!
Give us more!!!! MORE I say!!

Sukhoi
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Markus Schille
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Joined: 03 Jan 2002
Posts: 43
Location: Norway

PostPosted: Sat Jan 05, 2002 2:48 am     Reply with quote
Hey thats a nice model! And brazil makes it look even nicer! Looking forward to see it with textures!
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tiktok
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Joined: 05 Jan 2002
Posts: 8
Location: NY

PostPosted: Sun Jan 06, 2002 1:36 am     Reply with quote
I checked out this scuttlefish brazil website.
My God Man.
Even the symplist of objects looks totally real. That's absolutely scary. I'm like astonished. I'm curious if that's the same rendering software used in lord of the rings?...
because that shot of the golem all close up was uncanny. I don't think I've ever seen any computer rendering that looked that real...
perhaps it's something similar?....it'd be interesting to find out...
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