Ha! Man, you're already far, far better than I am at materials and rendering. There's a reason why I only show off clay bakes. It's cuz that's all I know how to do on that front.![]()
I dunno about that, it took me like 3 hours to figure out how to make those gumdrops! Materials are a huge weak point of mine.
Here is a project I made for Luxology's Christmas challenge. Its not exactly what I was after but due to time constraints I had to settle.
Now back to my robot in the jar![]()
Gum drops are tricky they require SSS. Nice try abit of heavy shadow and abit of desaturation would help alot![]()
Man, that is awesome!
Guy below you does have a point though, the gumdrops would look better with the tiniest bit of transparency or subsurface scattering.
Great work man, what program did you use? Autocad?![]()
Do it.
I'm still plugging away at making assets for my circa 2002 game engine project. Got about 11 done so far, almost enough I can start building up a scene and having something better to show off. I also decided to fire up an old project I started earlier this year, modeling a skeleton.
Let me tell you, hip bones are hard to do.
edit: also corn in a sink
Image
Thanks guys! As for the gumdrops they're actually supposed to be acting as lights in the scene but due to the angle its hard to tell :/ . They have SSS enabled and have a luminous polygon inside them to shine outwards. Here is what they look like turned off and on:
It doesn't read too well as lights in the final scene since its hard to see where the light effects them :/ I tried using a 1% transparency but as soon as I do the lumigon inside became obvious. I'm not the best at materials by a long shot so I'm sure theres an easier (and more render time friendly!) way to do those.
LOL I love the corn in the sink! Very random![]()
And yes, I'd imagine a hip bone would be hard to do :/
That up close shot looks perfect. It gives the impression that it's a light radiating outwards through a thick material. I guess the biggest problem is that it's such a small details, you lose the effect at a distance, and the end result looks like the material is just fullbright lit when viewed from farther off.
Well I didn't win the Christmas submission (no surprise there the entries were amazing) but I won the "random winner" prize! I get $150 store credit to the Luxology store. Modo splash kit and Rendering Interiors tutorial here I come!
I love it! Glad to see this thread come back. I haven't had time to work on anything really but I'll make sure to make something to keep this thread going. (I still have to finish that robot).
As for UDK its really easy to get an environment you can walk around in. Its been forever since I used it but you pretty much don't need any programming as long as you don't want weapons or anything.
Also they have Kismet which alleviates a lot of programming for menial things. There is also Matinee for animations.
I usually check Macrumors at work but since we've been ridiculously busy I haven't had the time![]()
Sucks, don't it? I've got about a week of down time right now, so I'm taking advantage of the time while I got it.
Plus I've got one more update. This was a giant pain in the ass to do, so I've gotta share it.
![]()
IVY! I'm not sure if this is how ivy actually grows, but I'm sticking with it for the time being.
What I'm gonna do is use this as a backdrop, and model a few vines to give it some depth so it doesn't look so 90 degree angled. Then I'll make a bunch of alpha masked ivy leaves, and hang them around everywhere, with them bushing up along that corner beam and ending up underneath the trim.
Anyway, staring at a bunch of 1000% zoomed in pixels for the last hour and a half has given me a huge massive horrible splitting headache. I'm calling it a day.