The_Slink Posted October 11, 2005 Share Posted October 11, 2005 Sounds intriguing. Keep us posted. Quote Link to comment Share on other sites More sharing options...
element11 Posted October 11, 2005 Share Posted October 11, 2005 And ofcource abit of a setback Last savefile has been corrupt somehow and refuses to open. Luckily I hadn't made any real big changes from the previous version so not much work was lost. that has to be the most constant pain with all version of 3ds Max. ← You guys dont even know how many hours i lost with this.... Quote Link to comment Share on other sites More sharing options...
SnowFella Posted October 12, 2005 Author Share Posted October 12, 2005 Ok, finally a tiny bit of an update. Finihsed off all details that are symmetrical and started on some unsymmetrical parts, mainly various airscoops. The droptanks has also been mapped and are ready for texturing. (Click for 1024x768 render) (Click for 1024x768 render) One more airscoop left to do and then I'll start making the refuelling "bucket" Snow Quote Link to comment Share on other sites More sharing options...
element11 Posted October 12, 2005 Share Posted October 12, 2005 Wow SF thats some super nice 3d modelling! Quote Link to comment Share on other sites More sharing options...
Sup Posted October 12, 2005 Share Posted October 12, 2005 Hey, SF, what lighting/render setup are you using? Quote Link to comment Share on other sites More sharing options...
SnowFella Posted October 12, 2005 Author Share Posted October 12, 2005 At the moment it's a very simple lightsetup. It's just a single skylight combined with light tracer. Also stopped using the default scanline renderer and switched over to mentalray, with GI and final gather turned on. Fount it to be faster than scanline, especially as it makes full use of my P4 HT CPU's dual cores. The canopy is the only thing that has a decent material right now and that's just a very simple raytrace material with a 360 degree skymap in it's reflection slot and opacity set to 35%. Quote Link to comment Share on other sites More sharing options...
The_Slink Posted October 13, 2005 Share Posted October 13, 2005 Refuelling bucket? I thought navy planes used a probe and droque. Quote Link to comment Share on other sites More sharing options...
SnowFella Posted October 13, 2005 Author Share Posted October 13, 2005 That they do mate...it's just me that never can remember how to spell droque that calls it a "bucket" Quote Link to comment Share on other sites More sharing options...
Razors-3Dge Posted October 14, 2005 Share Posted October 14, 2005 Hot DAMN thats killer looking!! Movie quality! cant wait for games to support that size of a model and still run smooth. Quote Link to comment Share on other sites More sharing options...
Suicide Commando Posted October 14, 2005 Share Posted October 14, 2005 Ooh, nice. Looks a lot more complete with the tanks on and probe. Great work SF. Quote Link to comment Share on other sites More sharing options...
Zeko Posted October 15, 2005 Share Posted October 15, 2005 SF try some HDRI renders. Quote Link to comment Share on other sites More sharing options...
SnowFella Posted October 15, 2005 Author Share Posted October 15, 2005 Been thinking about it mate, even been playing alittle with it...I just can't seem to get the settings for it done properly though LOL Quote Link to comment Share on other sites More sharing options...
Zeko Posted October 15, 2005 Share Posted October 15, 2005 U using Mental Ray SF? Quote Link to comment Share on other sites More sharing options...
SnowFella Posted October 15, 2005 Author Share Posted October 15, 2005 I sure am...proving to be lots faster than scanline. With GI and final gather turned on I'm averaging around 25 seconds for a 1024x768 render of the KA6 in it's highpoly stage. Might just go down quite a bit if I turn off the raytrace material I have on the canopy though. Quote Link to comment Share on other sites More sharing options...
Zeko Posted October 15, 2005 Share Posted October 15, 2005 Snow here is some basic HDRI scene setup i did. I can send u the file if u want. Quote Link to comment Share on other sites More sharing options...
The_Slink Posted October 15, 2005 Share Posted October 15, 2005 That they do mate...it's just me that never can remember how to spell droque that calls it a "bucket" Quote Link to comment Share on other sites More sharing options...
SnowFella Posted October 16, 2005 Author Share Posted October 16, 2005 @Zeko: Guess I just have to dig in and acctually try some tutorials instead of madly trying different settings. Tested it some more today and for some reason I just can't get the scene set up to light properly, reflections turn out ok (in some cases) but I just can't get the HDRI to light the scene properly. Guess I'm more of a model man than a lighting/material man Quote Link to comment Share on other sites More sharing options...
Zeko Posted October 16, 2005 Share Posted October 16, 2005 Maybe the problem is in your material. Can u show it? Quote Link to comment Share on other sites More sharing options...
SnowFella Posted October 20, 2005 Author Share Posted October 20, 2005 Just 2 for fun renders to show exactly how dense the mesh is at it's highpoly stage, pushing 350 000 polys right now. (Click for 1024x768 render) (Click for 1024x768 render) And this I'm going to have to map Snow Quote Link to comment Share on other sites More sharing options...
snared_gambit Posted October 20, 2005 Share Posted October 20, 2005 Beautiful. Have fun mapping that. Quote Link to comment Share on other sites More sharing options...
Zeko Posted October 20, 2005 Share Posted October 20, 2005 Nice one Snow! About mapping, have u heard of pelt mapping Snow? It's some new cool stuff from Max 8. Check it out http://www.vfxworld.com/?sa=adv&code=319b2...rticles&id=2656 Quote Link to comment Share on other sites More sharing options...
SnowFella Posted October 20, 2005 Author Share Posted October 20, 2005 Now that looks pretty interesting, although judging by that article might not be the ideal sollution for mapping something like this. What I'm planning to do though is to separate the mesh up in 3 different material ID's (main fuselage, wings and tailplane + rudder) and map them all separately. Wings and the tail sections should be pretty quick to map using planar maps and the main fuselage ought to be possible to map (with minimal problems) using a cylindrical map. Ofcource there will be some editing needed but with cutting things up I won't have to work with 350 000 + polys in the edit uvw window. Also has the added benefit of using separate texture maps for the different parts, I'm predicting that I will need 2 2048x2048 maps (fuselage and wings) and one 1024x1024 map for the tail section. Ought to allow me to paint high resolution maps (colour, bump and spec) that will hold up to renders well. Quote Link to comment Share on other sites More sharing options...
Zeko Posted October 20, 2005 Share Posted October 20, 2005 Very cool! Lots and lots of space for details on texture. Whats the status on the model? Quote Link to comment Share on other sites More sharing options...
Suicide Commando Posted October 20, 2005 Share Posted October 20, 2005 Quite impressive. Quote Link to comment Share on other sites More sharing options...
SnowFella Posted October 21, 2005 Author Share Posted October 21, 2005 The fuselage mesh is 99 to 100% finished now, all I have left to model is the drouge system. Still debating if I should try modeling an interior or not, sure it would look heaps better if I had the canopy slightly see through and a pilots visibie but with other projects on the horizon I'd like to get this one finished ASAP. Quote Link to comment Share on other sites More sharing options...
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