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Author   Topic : "3D Rendered droid"
joeb2000
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Joined: 27 Jan 2001
Posts: 28
Location: LA, CA, USA

PostPosted: Thu Feb 15, 2001 8:55 am     Reply with quote
Let me know what you guys think of my robot...

Here is an animation of the droid walking, it is about 600k in rm format. www.psnw.com/~jbowers/sillydroidwalk.rm

feedback please
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Fontainne
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PostPosted: Thu Feb 15, 2001 9:01 am     Reply with quote
I like the design of the bot, very comfortably designed. reminds me of johnny 5! (but in a inspirational way) the only major crit I can give is, loose the stock textures. (for instance, the floor) they stick out and any artist (particularly 3d artists,) have seen those textures many times.

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TreeHouse Animation

Sunshine dripping off my blade like a blood streaked violent stain.
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failsafe
member


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Joined: 29 Mar 2000
Posts: 63

PostPosted: Thu Feb 15, 2001 10:18 am     Reply with quote
heheh cool little guy. Great start, I'd suggest first watching the low steps on some of your geometry, starts coming off a little polygonal in areas like the roll cage. The eye texture could use a little bit of work, get some reference of real eyes, theres alot more color variation and those vien bump maps shouldn't be near as promanent (thats if your going for a realistic eye.)

The one thing you need for sure is a stronger shadow on this guy, shadows help connect your object to the world they're in. Right now it almost looks like your guy is floating above the surface.
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Gecko
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Joined: 07 Mar 2000
Posts: 876
Location: Finland

PostPosted: Thu Feb 15, 2001 11:26 am     Reply with quote
Agreed with everything failsafe pointed out

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Gecko
[email protected]
GeckoArt.Net
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Akolyte
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Joined: 12 Sep 2000
Posts: 722
Location: NY/RSAD

PostPosted: Thu Feb 15, 2001 8:22 pm     Reply with quote
I think a different body part should be in that box ...That eye looks freaky
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joeb2000
junior member


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Joined: 27 Jan 2001
Posts: 28
Location: LA, CA, USA

PostPosted: Fri Feb 16, 2001 12:08 am     Reply with quote
Thanks for the input
This is actually based off of a real model I scrapped together from a model kit (I used the left over pieces) and the eye was a rubber eye with exagerated bumping out veins, thats why the eye looks more like a toy. I may go from the realistic look.

I will soon get my own texture for the ground, that one is a temp, the rest of the textures are original though.. I will post an update when its developed.

Thanks again
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joeb2000
junior member


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Joined: 27 Jan 2001
Posts: 28
Location: LA, CA, USA

PostPosted: Fri Feb 16, 2001 12:51 am     Reply with quote
here it is with a few of the recommended changes..



[This message has been edited by joeb2000 (edited February 15, 2001).]

[This message has been edited by joeb2000 (edited February 15, 2001).]
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The Incredible MGC
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Joined: 01 Feb 2001
Posts: 64
Location: San Diego, CA

PostPosted: Fri Feb 16, 2001 9:44 pm     Reply with quote
Hm. Is that MAX? Adjust the BIAS on your lights to make those shadows stick. See the distance between the feet and the shadow. That should fix that problem.

Here are some basic rules to live by in the land of 3d, some you'll know some you might not. These are basic rules that have times that they should be broken of course, but for the most part...

1) "AMBIENT LIGHT" for the most part sucks. You'll get the best lighting by setting ambient light to ZERO and then using multiple lights in your scene to create a strong, cinematic lighting. Need "ambient" light? Create it with a spot.

2) OMNI LIGHTS SUCK. They are junk lights for the most part. Use SPOTS and ALWAYS CAST SHADOWS! Adjust the BIAS to make sure they stick. Increase shadowmap resolution for less blurry or stairstepped shadows

3) Be sure to always render from a camera, never from a "user view" (unless you specifically want the distortion you get from that for some weird reason.) Even if you want isometric, use a camera and go extreme with the field of view/lens size,etc.

Anyway that stuff might or might not help you. Basically your scene you could improve bigtime with strong cinematic lighting.

A good technique is to use lighting in your scene in such a way that it hides your models imperfections and emphasizes the cool parts.

- The Art of Matthew G. Cox
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topeira
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Joined: 07 Feb 2001
Posts: 553
Location: Holon, Israel

PostPosted: Sun Feb 18, 2001 4:43 am     Reply with quote
cuuuute. i'd take that one as a pet



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ToPeirA
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