Get feedback from others on your works in progress
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Pibuz
- Posts: 2646
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- Location: Padua, Italy
- 3D Software: SketchUp
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by Pibuz » Thu Jan 10, 2013 10:38 pm
WONDERFUL MANY MANY THANKS!
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Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
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by Borgleader » Fri Jan 11, 2013 3:26 pm
Pibuz wrote:
WONDERFUL MANY MANY THANKS!
I'm so damn jelly now
benn hired a mercenary to kill my sig...
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galinette
- Posts: 923
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- Location: Nantes, France
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by galinette » Fri Jan 11, 2013 8:12 pm
tarikb wrote:first time i am happy with my render.. 1 day of work, 3d modeling and render
Nice!
About the envmap, did you find it yourself or got it somewhere?
Etienne
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zeitmeister
- Posts: 2010
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- Location: Limburg/Lahn, Germany
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by zeitmeister » Fri Jan 11, 2013 8:16 pm
Great job, tarik!
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tarikb
- Posts: 125
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by tarikb » Sat Jan 12, 2013 5:37 am
i find it somewhere free.. can't remember where.. but if u want it i can upload it..
Skindigo
i7 5820K @3.3Ghz | GTX 660 Ti 3gb
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CTZn
- Posts: 7240
- Joined: Thu Nov 16, 2006 4:34 pm
- Location: Paris, France
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by CTZn » Tue Jan 15, 2013 7:45 am
First rendered an albedo ISL shader at 8k, then used the render as a texture for a new phong material, in albedo, exponent and bump channels.
This is a proof of concept and a WIP rather than a balanced study. As it shows up in the bump mapping, the former render was still noisy.
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- texture coverage: 1/16
texture zoom: 100%
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OnoSendai
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by OnoSendai » Tue Jan 15, 2013 9:28 am
Looks good, maybe a bit much bump?
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CTZn
- Posts: 7240
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by CTZn » Tue Jan 15, 2013 10:52 am
Yes indeed, it's in no way a sexy material
I may have scaled the plane by editing in the IGS, the bump height itself is set to 2.5mm. The wood shader was used as found. I think that I managed some horizontal wood shift in between planks rows but it is minimal, yet a vertical shift may have to occur first.
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cotty
- Posts: 314
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by cotty » Wed Jan 16, 2013 6:17 am
A vase out of an octahedron, without and with magic water in it...
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little gallery... http://unverzagt.biz/cottysgallery/
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zeitmeister
- Posts: 2010
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by zeitmeister » Wed Jan 16, 2013 8:22 am
Cool!
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cotty
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by cotty » Wed Jan 16, 2013 9:37 am
I'm going to 3D-print it (ceramic), I will share a photo here after I get it ...
little gallery... http://unverzagt.biz/cottysgallery/
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Mor4us
- Posts: 129
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- 3D Software: Cinema 4D
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by Mor4us » Wed Jan 16, 2013 11:35 am
great work cotty! what's the secret about the magic whater?
tried to do some tests on anisotropic materials but didn't really get the right look, i think.
faked it with fbm noise in bump for now... what do you guys think?
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JK
- Posts: 61
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by JK » Wed Jan 16, 2013 12:22 pm
Looks a lot of texturing
. I would change the setup to make it look more realistic(it looks like it now(very!), but I guess the background doesn't do any good here. Maybe a nicer studio setup?
Fuck me. This is detailed
GJ! Try to tun some button off ;>
Damn. Rly nice
Cotty:
This looks like an Artisan commercial xD. BTW ceraminc 3d print? You got some pro printer or is it something like a home made printer like reprap?
Cheers.
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CTZn
- Posts: 7240
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by CTZn » Wed Jan 16, 2013 3:41 pm
Mor4us: the shading technique is good, the objects are terrific (made in nurbs, lol), but the lighting is defeating the point: too wide to catch the subtle effect, and at the camera level wich also minimizes it.
Essentially you want the key light, surface normal and camera at an angle to make the best off the anisotropic effect.
It's showing nicely in the righmost knob's shadow, in resonance with JK's remark.
sugg: try several ponctual lights in place of the left key light, or alterate the emission channel or cast some shadows (thinking at bamboo) onto the surface.
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CTZn
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by CTZn » Wed Jan 16, 2013 3:51 pm
Cotty: artisanal exactly, warm style, I like.
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