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Ross' Second Year Work

games art

23 replies to this topic

#16
Danriduk

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have you done the gradient to transparency with a ramp ?

if so try making the mesh longer but have the gradient go fully transparent before the end of the ramp (as opposed to just having the start/end colors).



#17
Almighty_gir

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Actually, it looks like (correct me if i'm wrong here) but the mesh is just a simple plane, and the UV's for that plane fill up the entire map space (ie: 0-1 in both axes), right?

 

If so, what's happening is that the top edge of the mesh is getting the white pixels at the bottom of the texture because the UV's for that top edge have wrapped back over onto the bottom of the texture. Two ways to fix this:

1. offset the Y coordinates by a tiny amount doing the nodes like so:

M7j1OIS.png

 

2: in max/maya, move the top edge UV down slightly so it's further inside the 0-1 space.


  • Ross Langston likes this

#18
Ross Langston

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Big Update. Nearly done now. just have to texture the computer panels and chuck in the screens I have made and then its time to sort out the lighting! (Oh and the holograms came out a little funny in this screenshot. they are more defined than that)

Attached Thumbnails

  • HighresScreenshot00003.jpg

Edited by Ross Langston, 07 November 2016 - 10:15 PM.

  • tweedie and Ziv like this

#19
Ross Langston

Ross Langston

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Actually, it looks like (correct me if i'm wrong here) but the mesh is just a simple plane, and the UV's for that plane fill up the entire map space (ie: 0-1 in both axes), right?

 

If so, what's happening is that the top edge of the mesh is getting the white pixels at the bottom of the texture because the UV's for that top edge have wrapped back over onto the bottom of the texture. Two ways to fix this:

1. offset the Y coordinates by a tiny amount doing the nodes like so:

M7j1OIS.png

 

2: in max/maya, move the top edge UV down slightly so it's further inside the 0-1 space.

 

Thanks Lee! Doing a bit of both of the things got it to work in the end so thank you!

Attached Thumbnails

  • HighresScreenshot00004.jpg


#20
Ross Langston

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And its all starting to come together. Made some images on photoshop to make the screens a bit more interesting.

Attached Thumbnails

  • HighresScreenshot00006.jpg


#21
Ross Langston

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Okay all done for the hand in. Lighting can be improved big time but I was having trouble getting some sort of ambient lighting to work that I could start with.

 

But now to dissappear into the night

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  • Langston,Ross-Advance-Specialisms-Screenshot-01.jpg
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#22
Ross Langston

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Behind on work cos of being ill sucks but thank goodness for extensions am I right...

 

Here is the material I made for Shaders and Particles. Its a rotating planet where the surface of the planet and clouds move and seperate speeds and the part of the planet in darkness has shining city lights. 

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  • jnattrass and Ziv like this

#23
Ross Langston

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Reoptimized the material and played with more of the values, think it is working a lot better now.


More close ups


And the new outcome

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#24
Ross Langston

Ross Langston

    Dying Inside...

  • 58 posts
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Quick Update: Here is my self portrait project. looks somewhat like me or at least there are some features I think are okay. I know the beard is a bit thicker on the model than irl but its the best I could get without me wanting to shave my beard off and retake the reference shots haha. There is a lot of room for improvements so any advice or tips would be helpful.

Attached Thumbnails

  • HighresScreenshot00002.jpg
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