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Old 07-06-2009, 12:59 AM   #16
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Pretty cool stuff. I need to dabble in 3d sometime. Seems like it would be fun.
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Old 10-06-2009, 01:09 AM   #17
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Wow, I've been digging through old externals and found a model I started of a IIDX cabinet back in like 2006. I spent a day or three on it and think I ran out of time and forgot about it. It looks like I even had photoshop files of all/most of the decal work finished for texturing too..



I'm not really sure why the turntables are glowing and the glass is tinted blue, but hey that was how the screenshot was

I think I may actually pick this little project up again when I have some time, it still looks like it could have some promise if I got it all UV'd and thrown into zBrush
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Old 12-01-2009, 10:12 PM   #18
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a rendering I did of the Melnikov House in Moscow at dawn (its not in the right context cause you couldn't ever get that angle)

modeled in AutoCAD 2010
rendered in 3ds Max 2010
textures edited in Photoshop CS4



close up of the balcony:



and if anyone could tell me how to make the texture of plaster show from any distance without looking like a smooth white plane please let me know cause its bugging the hell out of me.
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Old 12-02-2009, 10:20 PM   #19
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Quote:
Originally Posted by demonpoodle View Post
and if anyone could tell me how to make the texture of plaster show from any distance without looking like a smooth white plane please let me know cause its bugging the hell out of me.
Something like that is really tricky and is going to rely completely on how you have your light sources set up. A combonation of displacement or bump maps with a spec map might give you the desired effect.

On that last image, the geometry that makes up the bricks (as well as the rounded overhang above the door) could use some beveling to help round off the corners so it won't look so flat. creating a displacement map for the morter in the bricks might help too
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Old 12-03-2009, 07:45 PM   #20
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yea the displacement map on the bricks is there just not turned up enough. and im new to 3dsmax this was my first attempt at the program, whats a spec map?

and thanks for the advice
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Old 12-03-2009, 09:59 PM   #21
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A specular map - it determines how shiny or dull a texture is in specific areas using B/W values.

For example, you'd use one for a face, giving the shinier elements (the forehead, the bridge of the nose, the upper cheeks, creases in the lips, etc. ) higher values than the rest of the face to help accentuate the important features that usually reflect the most light, due to oil on the skin.

If you google for specular map you can get some really nice examples, and even some tutorials on how to go about creating one correctly.
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Old 12-10-2009, 12:26 AM   #22
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xbox pfft. i dont have a network geez. i dont play this ripoff
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i like that IIDX cabinet, Trick

my new BGA is complete;
From Time to Time
all done in After Effects
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Old 12-10-2009, 10:07 AM   #23
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that was pretty sweet
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Old 12-10-2009, 11:52 PM   #24
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xbox pfft. i dont have a network geez. i dont play this ripoff
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ah thanks man,

only just got After Effects a few days ago - absolutely loving it, and im learning all the awesome stuff n shit lol. i wish i got into it sooner
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Old 12-20-2009, 05:53 PM   #25
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Google sketchup first attempt.

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Old 07-28-2010, 03:55 AM   #26
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Quote:
Originally Posted by 「dj.TK」 View Post
Google sketchup first attempt.

that would be a cool custom to make in F-Zero GX...
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