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Geometrically Frustrated Registered Member #6
Joined: Thu Feb 02 2006, 04:18AM
Location: Bowdoin, Maine
Posts: 373
Seeing these images makes me want to start playing with Blender again, but I have way too many other things to do!
EVR: It looks like you might have a twist or a flipped vertex in your torus. Maybe it's the skymap, but it looks like something is causing a knot there. :|
[edit] Hmm, I guess it must be the skymap, because it also appears to be upside-down..
Registered Member #15
Joined: Thu Feb 02 2006, 01:11PM
Location:
Posts: 3068
Yeah, i believe it is the skymap. I usually use a solid background, but for some reason when i did these the stock clouds skymap was selected and it must have something quirky there. . .
Anyways, this was done in solid edge rendering which pretty much sucks. I typically use Flamingo / Rhinocerous for really serious rendering, but the set-up time is usually much longer . . .
Registered Member #49
Joined: Thu Feb 09 2006, 04:05AM
Location: Bigass Pile of Penguins
Posts: 362
I did mine in Bryce 5. To be honest, that was pushing the limit of Bryce's capabilities. Its a good fast way to get into 3D, especially landscapes, but I ran into major problems towards the end of my project.
Specifically, I linked the model in a realistic sense; the 'axles' in each of the arm joint really did parent the movement of the rest of the arm. This made it easier to animate, but Bryce started to get confused because so many working frames were stacked (my reference frames went about 8 deep). The model/anim files started to get very large, to the point where it would take about 15 minutes just to open or close them. The animination you saw was actually the products of 9 different working files, each one with copies of the models picking up where the previous left off. You can see Bryce's confusion at one point in the video; when the first 'arm' starts to climb up the walker's leg, if you advance by frames you can see at one point it distorts, becoming very flat and elongated. I could never fix it though i tried, but its not very noticable.
I simply counted the beats in the song to start, IIRC it was one beat every 14 frames at 30fps... then I simply set my animation keyframes every 14 frames (well, more than that, but the critical frames, like a foot coming all the way down, or an arm piece being positioned were done on multiples of 14) and the animation kinda lines up all on its own. Truth be told it does crawl out of sync in time, but hell, i've never been very musically inclined.
Registered Member #79
Joined: Thu Feb 09 2006, 11:35AM
Location: Arkansas
Posts: 673
EVR, how'd you get the arcs in there? If you see mine, I carefully cut them out and they looked like crap, so I feathered them and now they look alot better but not right. Also, what'd you use?
Registered Member #15
Joined: Thu Feb 02 2006, 01:11PM
Location:
Posts: 3068
Part Scavenger wrote ...
EVR, how'd you get the arcs in there? If you see mine, I carefully cut them out and they looked like crap, so I feathered them and now they look alot better but not right. Also, what'd you use?
I used photoshop to add the arcs.
1. I needed to find a photo of some arcs that had a good dark background. After looking through my photos, I found some nice arc photos from the RATCB telsathon of Ed Wingate's magnifier in action. What was even better was that the arcs were terminating on the floor.
2. I opened up the rendered DRSSTC model in photoshop.
3. I opened up the arc photo in photoshop and adjusted levels until the background was pretty dark (no background objects visible)
4. I selected the region of the arcs I wanted and copied that. I then pasted into the DRSSTC model image as a separate layer. Then i set blend mode temporarily to overlay so i could see both layers at the same time.
5. Next, I transformed (scaled) that layer until it was the proper size to match my coil.
6. Next, I moved the layer until it lined up where i wanted it to.
7. Next I set the blend method to LIGHTEN and voila! Thats it. Nothing else . . .
Registered Member #63
Joined: Thu Feb 09 2006, 06:18AM
Location:
Posts: 1425
Nobody noticed my renders? :P
Scroll up, there's five links under my long post. Too many problems with this new forum yet to be ironed out, heheh - editing attachments and deleting own posts the least of them.. =P
Remember, low detail and shading because these are screenshots from a modified game render...
Geometrically Frustrated Registered Member #6
Joined: Thu Feb 02 2006, 04:18AM
Location: Bowdoin, Maine
Posts: 373
I didn't comment because I don't know much about the halflife engine. The first image looks nice, and the fire effects look plenty believable. The tank seems too skinny, and the pool que seems to be transparent.. It's all about gameplay though, as long as the graphics aren't so bad (or so good) that they get in the way of playing the game, it's all good.
Registered Member #56
Joined: Thu Feb 09 2006, 05:02AM
Location: Southern Califorina, USA
Posts: 2445
BP: Hats off to you, amazing what you can do on an old computer so long as it is not bloated with today's software... Heck, in M$ word it takes 30s to load a page of line art running on my pm1.6ghz with a gig of ram!
I haven't gotten into rendering, the extent of my current drawing ability is my [insert sexy name here] that I made in Microsoft word... (it takes about 10 seconds to rennder this in ms word every time you do anything)
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