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updated coinbox texture map.. I mainly used clone stamp tool and the liquify feature in photoshop
mayafreak3 |
wow! your ability to texture is really impressive.
:bow: your model looks quite real. the glass is looking good now. earlier it looked a bit like plastic. |
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Thanx utpal :)
I worked for a few hours on the glass.. and ended up modeling the safety wire instead of using a texture. ::update:: |
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Coinbox with coins.
It is still very hard to get the glass exactly the way I want.. this could take some time.. the nickel is a displacement.. and then instanced about 60 times ;p mayafreak3 |
yeah, i think for the glass to look right; the most difficult thing to simulate could be it's thickness.
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Coming along very nicely, at least someone can compete with Vim's pinball machine.
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I'd better read up on using displacement maps as they are working realy well with your model :)
dont rule out R4s1n's entry on the simplylightwave site joe, that could compete too ;) |
update
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:beer: Here is my latest update. I worked on all the textures and modeled a few new things. I'm using final gather only right now and experimenting with object lighting.. Eventually I want to add global illumination and make this an interior scene. This took about 20min to render. mayafreak3 |
Can you show a wire of that awsome Slot Machine? :)
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sure
here ya go |
Awsome wire work! How about a wireframe on shaded "untextured" if it's not a problem?
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wireframe shaded
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cheers for the wire, its nice to see how all the bits are fitting together. good progress too :)
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I second that t1ck135! Thanks again for posting the wireframe on shaded! :beer:
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update
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Np THX1138 and T1ck... :)
This was rendered in Mental Ray using a HDRI, Global Illumination, and Final Gather. No maya lights are used. I am trying to find the best way to render this for realism. I still need to model and uv map a few things. I am doing renders along the way. mayafreak3 |
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closeup
fg glob illum HDRI |
Ya gotta love HDRI, it really brings out the textures. :beer:
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come along really good, sorry to ask but where did u get ure hdri's? i cant seem to find any good ones.
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useful software: http://gl.ict.usc.edu/HDRShop/ Some light probes and a lot of links to check out: http://www.debevec.org/Probes/ There are not a whole lot of .hdr images readily available, as far as I can tell. You might search on .hdr and hdri images.. worldwide.. and on japanese search engines.. I always find interesting texture maps and stuff on japanese sites. With HDRshop you can make your own .hdr's I'm still learning it.. looks like it has alot of features.. Its also useful for converting weird formated hdri images into angular maps etc.. mayafreak3 |
perfect thanks man.:beer: ;)
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looks just like the picture mayafreak, keep it up man!! :eek: :eek: :attn: :attn:
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np's magicsy
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::update:: I let this render over night. FG/Global Illum/HDRI/ plus I added 2 object lights (cylinders scaled to represent flourescent lights) to help control the lighting and shadows a bit. High Rez 1024/768 Version: http://www.conjuremedia.com/NEWRENDER1.jpg |
another render
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I tweaked the object lights.
FG Global Illumination HDRI wallclock 0:45:54.38 for rendering for the 1024/768 click here for hi-rez: http://conjuremedia.com/NEWRENDER2.jpg mayafreak3 |
Very nice indeed, and efficiently modeled and textured.
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absolutley brilliant really well done.!
i have a a crit with 1 thing the circle shape at the top wots the thing at the side of it? kinda looks blurry or something. |
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::: update ::: Here is another render using a different HDRI and no object lights. This HDRI is an interior. I like the specular highlights in it.. but it may be kind of dark. Hi-Rez Version: http://conjuremedia.com/NEWRENDER3.jpg |
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last render looks nice Too (the top part( should try getting the same light below too and would look great.
yea the comment above i just didnt know wot this part was. |
Wow mayafreak this is awesome stuff you got here! This stuff rocks! Well, to be truthfull I like the one with object lights more, it looks more photo-realistic, not that the other one is not realistic! You own man!
Cheers, :beer: ,Matt :alien: |
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Many Thanks MattTheMan! :beer: :attn: |
magicsy if you look on the first page of this thread you can see it in the photograph.. I think its a cover for the mechanism that spins the nickels.
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Superb man, superb! Only thing I can say!!
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Thanks gster123 :)
Here is the coin mechanism so far: |
man, you've worked very hard on this!
great detailing :nod: though, the carpet is bothering me a bit. i am not sure what it is, maybe because it seems to go on forever... maybe if you lined up your machine to a wall.... |
Thanks utpal! Yeh, I hear ya on the carpet. I will try to make an interior for this, Maybe just 1 or 2 walls and a few other scene elements. I just built the floor texture as a start. I need to work on it some and add a grime/scuffmarks layer to it in photoshop also. I appreciate your input. :)
mayafreak3 |
Its come a long way man and it really looks awesome!
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This is truly, truly amazing. It truly does look like the picture. I am stunned. No, no, wait. Stunned doesn't even come close to being in the same vicinity of this state of shock i'm in. Congratulations. :beer:
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Top notch rendering!:beer: But I must ask why your using Global Illumination? Thats usually for an interior set up like a living room or kitchen.
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mayafreak3 |
I would reccomend you turn GI off. Global Illumination is designed to bounce photons off of surfaces to mimic real light conditions. Interior settings like Kitchens, bathrooms, living rooms are what it is used for, and to get the most out of GI, you need to use Mental Ray photon shaders or custom written mental ray shaders.
For your slot machine, I reccomend you use ambient and Point light sources with the intensity levels set at zero with shadows turned on. This would just merely be an addition to your HDRI. These of course are just suggestions and I reccomend you do some experimentations. Welcome to the world of Mental Ray.:beer: |
its marvellous how you're making it look worn :)
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