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Brazz: modelling practice
show user profile  brazz
hey guys,

Following on Garp's modelling thread, here's mine.

It's been a good while, ever since I became a 3d animator. I think it's been a good 3 years since I modelled anything. It's good to know that I can still do some shit, although it's a simple object.

My goal right now is to acctually be able to complete a full model doing the unwrapp and texture properly. I suck at texturing, that was something I would always hack back in the day. Also want to make a cool render and start getting around Vray again.

There's no hard texture on this guy, maybe some incriptions in the back, but it's a good simple practice.

Don't mind my edge flow too much folks ;p

I hope to fill this thread with more practices as I get to them, I'm just having a little fun.

I have a question for you guys, I did this quick Gi rener in Vray but I'm getting some artefacts in that chanfer in the front. It's a very small chanfer, how can I correct this? something to do with sampling?





read 1087 times
11/14/2011 5:59:48 PM (last edit: 11/14/2011 5:59:48 PM)
show user profile  BishBashRoss
Yeah, you need more samples. Model looks good!





read 1074 times
11/14/2011 6:17:29 PM (last edit: 11/14/2011 6:17:29 PM)
show user profile  brazz
First Wip on the render using Vray in Max 2011.


The Ear Holder( that arc) has a transparent plastic. Doesn't look as I wanted there. Any tips, should be more like this image.

The same about the rubber plug, should be more like this:

I'm still testing materials and stuff, but fire away if you have ideas for this materials.





read 1026 times
11/15/2011 9:37:23 PM (last edit: 11/15/2011 9:37:23 PM)
show user profile  reeves1984
It's all about what it's reflecting/refracting

--
Simon Reeves


www.simonreeves.com - VFX Artist & Blog
twitter


www.analogstudio.co.uk <-- I work here

read 1020 times
11/15/2011 9:39:48 PM (last edit: 11/15/2011 9:39:48 PM)
show user profile  brazz
thx reeves, going to try some things here.

Another question:

In the front plate, there's an indentation on the upper area, I could model that, but I'm trying to learn something diferent and control that and the lower Nokia text with a bump.

Here's the question, I have the following map for the front plate. How can I control this bump map inside max's material editor so that the lower portion has the Nokia "carved in" and the upper indentation there "carved out" ?

sorry for the noob question :p





read 1002 times
11/15/2011 10:28:15 PM (last edit: 11/15/2011 10:28:15 PM)
show user profile  Garp
Set the background 50% grey, the indent in white and NOKIA in black.

That's a good looking little model. I think the material for the transparent tube is about right, but as it's refracting a white background...




read 995 times
11/15/2011 11:09:25 PM (last edit: 11/15/2011 11:10:36 PM)
show user profile  brazz
Hey Garp, thanks man, that worked great.

Here's a new render. The ear holder and the rubber thing is looking better, what you think?

Any ideas to get rid of those artefacts around the ear holder( those white sploches) and those around the small chanfers in the front?

I tried increasing the sampling on the light( one vray light over the model) and in the render settings, but with no luck.





read 985 times
11/16/2011 12:10:37 AM (last edit: 11/16/2011 12:10:37 AM)
show user profile  BishBashRoss
Set your image sampler to DMC. min 1 max 16. clr threshold 0.005. If you are still having problems around the bright areas try separating your lights for reflection/illumination and adjust the brightness individually.





read 983 times
11/16/2011 12:13:35 AM (last edit: 11/16/2011 12:13:35 AM)
show user profile  brazz
hey BishBashRoss. Thanks for that tip. It fixed a lot of the problems. As you can see here:

I'm still getting some weird splochness in some areas around the ear holder there, I think that's what you meant with "problems in the bright areas".

can you explain better what you meant with

"try separating your lights for reflection/illumination and adjust the brightness individually. "

thanks





read 975 times
11/16/2011 12:45:33 AM (last edit: 11/16/2011 12:46:36 AM)
show user profile  BishBashRoss
Sorry. The problem seems to be that you are getting bright areas of reflection / refraction and the AA filter is having trouble smoothing them. You have two options here. Easiest option is to go to the color mapping rollout and tick the sub pixel mapping and clamp output boxes.

Alternatively you can make a duplicate of each of your lights. Set one to just affect diffuse, and the other to just affect reflections and adjust the brightness on each individually until you get the desired result.





read 968 times
11/16/2011 1:03:36 AM (last edit: 11/16/2011 1:03:36 AM)
show user profile  brazz
got ya Bish, thanks a lot. I will try this separating of lights method in a bit.

I ticked the sub pixel mapping.
Changed the AA filter to VrayLanczos.

This helped quite a bit, but I noticed that what really smoothed it more was changing the Color mapping type to Exponential.

I'm still experimenting but it seems like it improoved a lot, what you think?





read 961 times
11/16/2011 1:19:19 AM (last edit: 11/16/2011 1:19:19 AM)
show user profile  BishBashRoss
Looks good to me. For the rubbery bit I would try a material set up the same as you clear plastic but with both reflection and refraction glossiness set to about 0.6 and then tweak from there.





read 958 times
11/16/2011 1:24:03 AM (last edit: 11/16/2011 1:24:03 AM)
show user profile  brazz
Thanks Bish, will work on that material.

Made a bigger render just for the fun of it :p, still the same settings as the previous one.





read 954 times
11/16/2011 1:44:47 AM (last edit: 11/16/2011 1:44:47 AM)
show user profile  del3d
Nice! but.. rubber still not rubber.. and clear plastic looks like glass..
read 940 times
11/16/2011 4:54:53 AM (last edit: 11/16/2011 4:54:53 AM)
show user profile  GirishDJoshi
Nice going Brazz. Yep that does look like glass. :/

the ear plug looks a little boxy.


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read 932 times
11/16/2011 8:09:00 AM (last edit: 11/16/2011 8:09:00 AM)
 
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