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CatalHoyuk - Shrine of the Hunters
show user profile  Coxy
So,

The reason i have not been able to spend a great deal of time on the maxforums competition both this round and last has been due to the fact im currently working on my dissertation that is due in at the end of September. I am physically reconstructing a 9000 year old Neolithic shrine and in particular focusing on a series of wall paintings that have never been able to be put into their true context.

I finished the masks for the first painting and did a test render tonight. My lecturer is currently in Turkey and i need to get some information from the archaeologist out there before i can finished the geometry completely, likewise internal fittings. I am planning on meshsmoothing the room to get the smooth corners of the plaster looking right, but theres no point in me doing that until he ok's the floor plan. There are paintings on all four walls and the archaeologist i am doing it for wants me to be able to use the Mental Ray shaders to test out different finishes/materials on the paint and plaster. The light source is coming from the Mental Ray Sun/Sky to make it as dependable as possible to the illumination they would have had. Let me know what you think.







www.grantcoxmedia.wordpress.com
read 717 times
8/12/2010 10:43:03 PM (last edit: 8/12/2010 10:45:19 PM)
show user profile  Coxy
--update.

Managed to wrestle this out of my computer today. Everything else i did crashed. Plaster on the bump/normal map is ridiculously rough, but as i can't render it right now without it crashing, its hard to tell what needs editing. Its only on draft settings and its only 60k, but the computer is just not liking it. Time to start setting up the DBR i think, or the supercomputer :) A month until my deadline. Have only written about 3k words, but im fairly happy with how the model is coming on. Im not looking forward to properly applying all the paintings/textures. Would it be a good idea to unwrap the different walls/floor and the oven? I need to be able to indepently edit the material textures of the paintings (The deer looking thing on the right hand side). Right now i am using a blend map, but if i unwrap the whole room im not sure how that would fit in. I have meshsmoothed the room to give it a naturalistic feel, if i am going to unwrap, should i do it before or after the smooth? Thoughts/criticism -very- welcome.







www.grantcoxmedia.wordpress.com
read 616 times
8/30/2010 11:08:27 PM (last edit: 8/30/2010 11:13:25 PM)
show user profile  Nik Clark
I really like this.


Click here to send me an emailClick here to visit my websiteClick here to visit my photo gallery on Flickr

read 594 times
8/30/2010 11:56:45 PM (last edit: 8/30/2010 11:56:45 PM)
show user profile  Coxy
Thanks Nik! Still a lot of work to do and then the writing. I need to take it into Unity too. There will eventually (when i make the masks) be paintings on all four of the indented walls and then we hopefully use the MrSun/Sky to do lighting tests on their properties etc.

Right now i just have to force myself into doing the UV's as the room is just box mapped but that is bringing up some odd distribution of textures around the oven/flat bits of the risen platforms. Im dreading UVW mapping tbh. Until now i have been avoiding it, but now i think i will just have to get it over with. I need to learn how to bake everything anyway for Unity, so in the long run it will make my life easier if i just devote a few days to it.

This one was just one with Final Gather on draft, hence the blotchyness, i did another with GI and Final Gather, but i actually like the shadows in the room in this one with just the final gather, so i might push for something lik this at the end.



www.grantcoxmedia.wordpress.com
read 590 times
8/31/2010 12:00:56 AM (last edit: 8/31/2010 12:03:15 AM)
show user profile  mike_renouf
Nice work Coxy, and good luck with the unwrap!



read 559 times
8/31/2010 8:18:18 AM (last edit: 8/31/2010 8:18:18 AM)
show user profile  Coxy
Hey guys, i have a question. I am currently trying to work on my mesh to make it neater.

Is this an acceptable way to minimise edges? Or is there a better way to sort out those edges i don't need?




www.grantcoxmedia.wordpress.com
read 542 times
8/31/2010 3:10:45 PM (last edit: 8/31/2010 3:11:04 PM)
show user profile  BishBashRoss
If a surface is flat you can get away with triangles and ngons, Just make sure they are away from areas that are going to become round.

Edit.

To be honest though, the mesh looks fine. Shaving a few polys here and there isn't going to make a difference.


BishBash

Maxing and Relaxing
read 535 times
8/31/2010 3:16:39 PM (last edit: 8/31/2010 3:19:48 PM)
show user profile  Coxy
Thanks!

Will this way will keep good form? I want to try and put the effort in so i don't fall into bad habits in the future as far as possible. Also, i have to write about how i have modelled the room, so i don't want to give away the impression that i was trying to cut corner etc, although i think i will leave the mesh as it is and only do the retop if i get time at the end. Everything is all linked up in the model, there are just some areas with a high density of edges that i thought just looked a bit messy.



www.grantcoxmedia.wordpress.com
read 532 times
8/31/2010 3:20:39 PM (last edit: 8/31/2010 3:22:43 PM)
show user profile  BishBashRoss
NURMS is probably overkill for something like this you could make a much more efficient mesh by just modelling with chamfers etc. This would also avoid problems with UV stretching caused by turbosmooth. But the way you have it know will get the job done fine.


BishBash

Maxing and Relaxing
read 524 times
8/31/2010 3:36:26 PM (last edit: 8/31/2010 3:36:26 PM)
show user profile  Coxy
Thanks! yeah i have been using NURMS. I considered chamfering, but it kept on giving me really messy edges on some of the areas where there are overlapping risen areas. There is a three way split at one point. With one NURMS iteration the entire scene is only hitting 60k Polys, so its not too high. Although that is without the renderable splines.

Ill post my results when i do some more rendering :)



www.grantcoxmedia.wordpress.com
read 521 times
8/31/2010 3:52:59 PM (last edit: 8/31/2010 3:53:27 PM)
show user profile  Coxy
Hey guys, i have a question. If i am going to meshsmooth the room, do i need to unwrap it after the smooth? Or can i unwrap it before?



www.grantcoxmedia.wordpress.com
read 487 times
8/31/2010 11:22:41 PM (last edit: 8/31/2010 11:22:41 PM)
show user profile  BishBashRoss
it's standard practice to unwrap first then smooth. :)


BishBash

Maxing and Relaxing
read 481 times
8/31/2010 11:39:50 PM (last edit: 8/31/2010 11:39:50 PM)
show user profile  Coxy
Update -

Added in global illumination to the lighting. Mapped out the materials. Its going well, just need to do some more internal details and then do some volumetric lighting/ambient occlusion. Managed to get myself a 64 bit computer :D




www.grantcoxmedia.wordpress.com
read 445 times
9/2/2010 9:24:50 PM (last edit: 9/2/2010 9:25:20 PM)
show user profile  Coxy
Might as well give this an update. Its coming along nicely now. Just need to finish the paintings and then export it into Unity and decide what to do with the ambient occlusion. Is it best to go with an occlusion pass, or do it through the Arch and Design materials? I would have more control if i did it as a pass, but how well does that work for animation?





www.grantcoxmedia.wordpress.com
read 398 times
9/7/2010 5:14:43 PM (last edit: 9/7/2010 5:16:53 PM)
show user profile  Nik Clark
>>Its coming along nicely now.

I should bloody hope so, with 8,200 processor cores at your disposal! :o)


Click here to send me an emailClick here to visit my websiteClick here to visit my photo gallery on Flickr

read 391 times
9/7/2010 5:20:18 PM (last edit: 9/7/2010 5:20:31 PM)
 
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