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Topic : "new 3d project" |
Nex member
Member # Joined: 25 Mar 2000 Posts: 2086 Location: Austria
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Posted: Tue Jun 20, 2000 12:51 pm |
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specular scuff? I don't understand..
did you mean I should
* add spectacular stuff
* add some specular stuff
* add specular (hand)cuffs ?
I agree the reflection is a cheap trick..
[This message has been edited by Nex (edited June 20, 2000).] |
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JeanJean member
Member # Joined: 16 Jun 2000 Posts: 108 Location: St-Ed,Quebec,Canada
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Posted: Tue Jun 20, 2000 12:58 pm |
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very cool man
I like your work...show more |
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Cos member
Member # Joined: 05 Mar 2000 Posts: 1332 Location: UK
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Posted: Tue Jun 20, 2000 5:46 pm |
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ello Nex =) cool stuff guy, very surreal, I like that. I'm not really sure where u r going with this tho, like everything looks kinda transparent, maybe you can light and shade it to make it more solid, but then maybe you want that look, so you are going for the surreal strange freaky look. Maybe you cad add more gritty style textures n stuff to it, and a ghostly style figure? I dunno, have a look at this guys stuff,
www.leutke.com
not sure if its your thing but Its kinda the what I see this going into, maybe I is just mad
[This message has been edited by Cos (edited June 20, 2000).] |
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kurisu member
Member # Joined: 16 Feb 2000 Posts: 482 Location: Santa Monica, California, USA
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Posted: Tue Jun 20, 2000 5:58 pm |
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Konnichiwa, Nekusu-san
I like the picture! It's surreal and I can't quite say it's real... and I can't quite say it's not real. Nifty beans my man.
One idea:
It appears that this magnificient poop structure is floating in some sort of water-like substance. If so, I would do one of the following:
1) Reduce the reflectivity just a bit (so the reflection is more muted). This would make the water seem more present to me.
...or...
2) Add a thin foggy line in the distance to hint at the fact that there is a water line.
(then my brain would fill in the fact that the reflection was a reflection and not just part of the structure itself).
If you wanted this to seem to float with less of a water-level feel, then this works great for me!
I like the colors. This would make a neat opening to a webpage...
Yokudekimashita!!!
-kurisu
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Anthony member
Member # Joined: 13 Apr 2000 Posts: 1577 Location: Winter Park, FLA
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Posted: Tue Jun 20, 2000 6:26 pm |
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Scuff marks would be like sneaker streaks on a gym floor or the rough scrapes on the outside of armor-any sort of abrasive marks. They'd give it some solidity(the ground), which would contrast with the transparent object.
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-Anthony
Carpe Carpem |
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Nex member
Member # Joined: 25 Mar 2000 Posts: 2086 Location: Austria
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Posted: Tue Jun 20, 2000 11:10 pm |
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I finished this finally..
what would you change, what do you like / not like?
Comments appreciated
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- Nex
http://on.to/nex |
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Anthony member
Member # Joined: 13 Apr 2000 Posts: 1577 Location: Winter Park, FLA
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Posted: Tue Jun 20, 2000 11:49 pm |
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I think I would do something to the floor...maybe some specular scuff marks or something. Interesting abstract though.
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-Anthony
Carpe Carpem |
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Nex member
Member # Joined: 25 Mar 2000 Posts: 2086 Location: Austria
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Posted: Wed Jun 21, 2000 2:37 am |
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thanks to all for the comments and feedback.
I will experiment with it a bit more and incorporate some ideas you brought in.
The link cos posted is somehow what I am heading to with that.. not in 2d however but in a hybrid kind of way. Lets see how far I can go with it.
Cya
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- Nex
http://on.to/nex |
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laps junior member
Member # Joined: 15 Jun 2000 Posts: 31 Location: Oslo, Norway
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Posted: Wed Jun 21, 2000 3:05 am |
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what are you using to make it?
maybe add some small waves in the water...a bump should be enough I think...small noisebump, to distort the reflection a bit..also..if you use max, use falloff for the reflection, so the reflection increases with the angle...in other words...more reflection further away, and less closer to the camera. Well...maybe I'm just talking nonesense. I'll be quiet now. |
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Nex member
Member # Joined: 25 Mar 2000 Posts: 2086 Location: Austria
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Posted: Wed Jun 21, 2000 3:09 am |
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Yeah i use max to render and model.
I will try it with that falloff-reflection map (never tried it to be true). My materials are always getrting very large from blending / mixing / masking myriads of maps together, so one more will not do any harm ![](http://www.sijun.com/dhabih/ubb/wink.gif) |
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