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QbaOner

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Everything posted by QbaOner

  1. Awesome link casek, this guy def knows whats good! btw. did you see any shorts and animatics from Blur studios? Superb quality stuff.
  2. it won't let me edit my post so I'm attaching another pic.. some more work done.. not anywhere near to be done...
  3. that looks great man. Would you be willing to trade your collection of tags for some textures? While I was in school I've managed to get a truckload of textures from some paysites thanks to my classmates (almost 7 gigs).
  4. btw. did u make a layered shader or just projections on the door?
  5. that's bad ass... is the character 3d? if so he's got a sick toon shader on!
  6. good stuff indeed, i really like that door scene, the only thing that it gives it away as cg to me is no displacement on the floor. lol i've seen the pic of that door all over the place when i was lookin for tag textures..
  7. oh btw, one of my other projects is recreating an environment from Silent Hill ( I'm planning on making the Piramid Head throne room (even tho i'm not sure if it was in the games but the scene itself supposed to be Silent Hill influenced). Maybe we can use that for the other project..
  8. hey guys sorry i wasnt around in a while.. so i have a lot of projects goin on but I think i can manage to do something with you as well... morphing pieces idea sounds cool since it shouldn't take as long as creating a post apocalyptic environment (even tho that idea is cool cuz i love dirty grungy scenes). Will have to look up how to morph from one object to a totally different one. I know you can achieve that effect with blend shapes but not sure if it actually works when morphing two different objects. any ideas?
  9. that printer stuff is crazy, thanks for the link... as far as the glow test image i posted of Konsole Kingz; the only glowing thing in that image is the crown located at the bottom of the K in the lower right corner, hence there's glow reflecting on the floor in that part of the image. That small crown looks deformed because it's in the middle of an ocean shader animation (just playing with it)I wanted to have it deform smoothly like ocean ripples and glow at the same time. again this was just a test and i went with a different idea for this shot. Unfortunately i cant embed anything in this thread besides pictures.. so here's a link to my vimeo profile: there you will find the KK tests and my demo reel... I'd be down on workin on a short with you guys, i am fairly quick at modeling and texturing and there shouldn't be too much of a hassle to work between max and maya.. let me know..
  10. I see what you mean with the anti aliasing, I don't use max, unfortunately, i know it's a shame since it's an industry standard, in Maya you'd easily fix that with upping the samples. what I would do for the windows is, basicaly model them as seperate objects, make the wall solid without cut outs for the said windows and just intersect the two together, if you want to keep the white in the windows like you have here, just apply a white surface shader to the faces of glass.. As far as lighting goes... It looks good to me, I'd maybe turn down the reflectivity on the tiles material to reduce the hot spots a bit, but besides that it's butter. Painting a good dirt map takes some time but it doesnt mean that your material will be complicated.. again in maya I just paint all the dirt i want directly onto the uvmap using photoshop and plug that map into the color channel, then i desaturate the same map, adjust levels slightly so i have a nice black and white image and plug that into the spec and bump channels.. now that is a very quick way to make somewhat realistic bumps and spec maps.. ofcourse it helps if u have a referance image to base off.. You def need trims around the room and also the reflections on the tenticle look choppy, maybe smoothing that geometry would fix that... it's commn along very nicely.. keep it up and keep posting.
  11. that 3d printer is pretty dope, i'd like to try that out. Testicular I think if you changed the font and add some dirt and spec maps, and also turned down the lighting a bit you'd have a nice piece there, btw the silhouette of a dancer looks like it's floating (not sure if you were goin for that). Daddy I'm not a big fan of black backgrounds but the lighting in the first one looks cool, do you have any recent work? as far as this thread being dead, i disagree.. it's barely breathin but that's only because there aren't many 3d artists on 12oz. I guess this thread is for showcasing of wip/final images and askin for critique. Developing patience would help as well.. frame from a test glow animation...
  12. that sounds about right... i'll check it out..thanks
  13. yea looks like a toonshader without fill.. but what about the gridlines tho.. ha.. its no biggie i have a save file before i started renders so its cool.. another thing.. u see in the first picture the blotches and shit? looks like circular smoke or whatever.. well thats all final gather.. i dont have env fog in the scene, was wondering if u know how to get rid of those disco balls and make the render studio clean and crispy..
  14. workin on a robot thing.. here's the head.. and this is freaky.. i like it but have no idea why did it render out this way.. maybe anyone here would know.. maya mentalray:
  15. SDK's are cool as shit when u get them to work properly.. i admire riggers..
  16. haha that's nasty.. good low poly model..
  17. that's cool.. i dont know much about 3dsm even though I should get into it since it's an industry standard. it just seems like it takes longer to model with it.. plus if anything i should get into Blender since its a free software and still powerful.. u seem to know what you're doing tho. keep it up and post..
  18. hey those are pretty cool, what program are you using.. for water try maya fluids, they've improved with '09 version. I like the lighting in the first one, but it looks like you're not using bump maps.. or maybe the settings are too low.. turd worm made in a few hours for fun and practice.. playing around with caustics.. 15 minutes render time.. i know i fucked something up in the settings.. posted this a while back in a zbrush thread but didnt use zbrush so might as well drop it here..one of my demo reel assets.. one of the many wip scenes.. i really gotta get on this.. tribute piece for a fallen crew member.. ao pass.. Ha!
  19. QbaOner

    ZBRUSH

    nice ones man.. i dont really care about the last ones scale at all but whatever client wants they will get. only means less work for you..btw occlusion passes for the win..
  20. QbaOner

    ZBRUSH

    not zbrush but i didnt know where else to put it up so here it is.. figured out that environment modeling is goin to be my major so i did this art test... maya 8.5 , cs2..
  21. no subscriptions, just pick ups from local barnes and nobles.. juxtapoz....
  22. QbaOner

    ZBRUSH

    mmmm displacement maps...
  23. done 90% with wacom.. now i need to go buy it.. might've posted the last 2 before but it's all goood..
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