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Joe Lynchs' First Year Thread -

* * * * * 1 votes First year 3d Joe

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#16
Christian Fryer

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There's no doubt this is a godlike lightcycle. So the only problems I can tell you are inaccuracies from the original.

AsOXXhx.jpg

 

Your lower "clamps?" on the wheels are a little jagged in the transition and they could do with coming closer to the wheel. (Look at the reference I've added)

 

If you have time I'd see if there was a better way to transition between the back piece and the seat.

 

 

Honestly though if you handed this in you'd get insanely high marks and it's already great as a reel piece so probably just leave it.


If you could post a mesh too that'd be great. I'm sure your topology is on point I'd just like to see to help my own model :)


Edited by Christian Fryer, 03 December 2016 - 01:16 PM.

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#17
Istauri

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Any chance we could see the wireframe? I'm really eager to know how you solved some of the problem areas around the backrest in particular. The whole thing looks spot on otherwise, don't think I could really crit it properly without a wireframe at least.


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#18
Jenks

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Yeah, definitely post up a wireframe if you can, it'll make giving crit much easier.

 

At the moment I can spot quite a few creases/deformations with the mesh, most of them quite subtle but others (like the one on the back wheel) are quite big.

 

Attached File  crit3.jpg   51.15KB   0 downloads

Attached File  crit2.jpg   41.82KB   0 downloads

Attached File  crit1.jpg   38.12KB   0 downloads

 

I've gone through and circled all the areas that I'd relook at - it should mostly be a case of just tweaking a few verts/edges. (You might have to look quite closely for some of them, but if you temporarily put a quick reflective shader on in the viewport - like a blinn or phong they'll become more obvious.)

 

 

Other than that it's looking pretty nice, although personally I'd change the shape of the glass engine cover to be more rounded and smoother (that's just personal preference though)


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#19
conradam

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Really nice light cycle, definetely the most detailed model I've seen. I do feel however that your render doesn't compliment the model, maybe it's the big light above it, somethings making it feel flat, use alsurface and have 2 speculars to add that layered depth to the shine, and try using a mild ambient occlusion to really bring out those details in post. I feel you can do a much better job with it.


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#20
joe lynch

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Thanks a lot for the crit Chris! :) The shape highlighted looks a bit weird at that angle. I'll take a closer look. I honestly I couldn't find a single reference for what should go on with the backrest, all i know is that the backrest as a whole folds out so i didn't want it attached to the rest of the bike. I cant believe I missed how far that front wheel is from the "clamps" thanks for pointing it out.

 

Heres some of the wireframe. Not gonna lie I found it super awkward trying to work in all those lines and you can tell in my topology. Theres a couple spots that look like triangles but its just where the mesh comes together for a new line in the model. 

 

fb39bb8387a5048024ff6b2215d8da65.jpgcd5c1690cd8aae486e1a4acecc08e129.jpgab4e2665d1d8031908bc0cc476195fc4.jpg

 

Thanks for pointing out all those deformations. I'll take a close look and try to fix them all. That back wheel was my most hated part of this whole thing, you can probably tell just from how weird the wire frame gets around there. That awkwardly shaped line is a douche. 

 

Thanks for the render crit Conrad. I'm using Vray (plz dun kill me) for this render. Dont worry i double checked with the lecturers that it was ok. I'll be using Arnold in Sem B. I rendered out a couple AO passes and used them in this render, they're very soft but i didn't want it to be too extreme.  Heres a screenshot showing the AO turned on and off in the comp. 

0c6e0b148cf0dfadd6587b76583ef9d0.jpg

Any advice on how to use it more effectively would be great. 

 

The tron bike is so black I really struggled to define the shape properly in the render. I've never heard of using 2 speculars? Any chance you could explain it to me? :)

 

Thanks so much for all the crit so far guys I really appreciate it. :)


Edited by joe lynch, 03 December 2016 - 07:35 PM.

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#21
rjeeez

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Sexthy, jenks pointed out slighting pinching but really nice job :)


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#22
joe lynch

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Thank you  lolooooo


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#23
joe lynch

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I started on my shark model today so heres my progress so far. 

I modeled and UV'd the shark first instead of retopologising afterwards (because im lazy).

69050c00ada35147aea5a8c71f594add.png

 

The I chucked it into Zbrush. This is as far as ive got with the model for now. 

 

95758a73ba4d38caaead99e829de2b6b.png

 

I also did a little paining inside ZBrush. Its just a quick playaround and I might not use it but I can see it coming in useful either way. 

 

6e8fccf3312d3dacc0defbc102d1005f.png

 

Any crit is greatly appreciated. :) 


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#24
Christian Fryer

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I started on my shark model today so heres my progress so far. 

I modeled and UV'd the shark first instead of retopologising afterwards (because im lazy).

69050c00ada35147aea5a8c71f594add.png

 

The I chucked it into Zbrush. This is as far as ive got with the model for now. 

 

95758a73ba4d38caaead99e829de2b6b.png

 

I also did a little paining inside ZBrush. Its just a quick playaround and I might not use it but I can see it coming in useful either way. 

 

6e8fccf3312d3dacc0defbc102d1005f.png

 

Any crit is greatly appreciated. :)

Again, it looks rather excellent. I'm curious as to what your plans are for taking your dense ZBrush model and rendering it. Are you gonna create a displacement map or have a crazy high poly mesh? (or something totally different)


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#25
joe lynch

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Again, it looks rather excellent. I'm curious as to what your plans are for taking your dense ZBrush model and rendering it. Are you gonna create a displacement map or have a crazy high poly mesh? (or something totally different)

 

Thanks Chris :) I managed to get the displacement map working on the low poly model a last night. Its not without its issues though.

f47f8c692c9a80e7a496c94272e0a1d9.png

59d56e6418fc795636d4bbee7a58ef21.jpg

 

Heres the displacement on the low poly. Normally id blend the bump and the displacement so the polycount isn't so high but you can see the issue much clearer this way. Weird things are happening. Honeslty seems like everything i go down the Zbrush displacement route I always have weird issues.

 

f32dce0231e2f2a2b537b3e581786c80.png

 

Heres the displacement map. Most of the issues are around the fins which might mean my UVs are wrong around those areas. If anyone could enlighten me on whats i'm doing wrong here i'd be really grateful.  :)



#26
Christian Fryer

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I think the lack of edge loops on your fins is causing some really weird displacements on the inner fin.


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#27
tweedie

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Bloody amazing job on the light cycle, as conrad said, by far the most detailed I've seen. Matt's pointed out some of the pinching and you might want to soften the panel lines, as currently they're very sharp and pretty thin / tight. Some of the edges could probably be smoothed out a bit so the quads were more even, but really great job on this!

I still feel like your render isn't showing the model to its best. For one, I'd get a lot closer to it, as we can't see a lot of the great detail you've put into it, and your lighting could probably use some adjustments. I think it'd benefit from some rim light to pull the silhouette out; as you said, it can be quite tricky to define the forms with something so black.

As far as that goes in the shader / material, I'd lighten the values ever so slightly, just so you're not hitting pitch black. Also if you find some good screenshots of the film, you'll see the light cycles aren't actually as glossy nor black as most other things in the tron world, they're comparatively quite matte with the sharper gloss layer. As conrad said, you'll want to look into a dual spec setup, dunno how it works in Vray, but it simulates layered materials - e.g car paint - where you have a more matte base layer and then a lacquer / gloss coat on top, which is typically much sharper but fainter.  


I really struggled finding consistent reference for the light cycle, but here are some examples where it isn't quite as black as the helmets for instance, and you can see the matte + lacquer specular. Hope this helps a bit and very excited to see what you produce this year! :) 

itunes-trailers-gallery-tron_board_3_8-1

lifesize-tron-light-cycle-4.jpg


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#28
joe lynch

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I think the lack of edge loops on your fins is causing some really weird displacements on the inner fin.

 

Its looks like its messing up at a lot of the seems for some reason. Ive managed to fix the bottom fin just by playing around with the settings but it seems that every time i fix something there will be another abnormality on the model somewhere (almost always on the fins). Its probably something in the Uvs but I dont know what. I'm probably going to leave it for now because im running out of time for the other projects. I'll ask Lewis today though and see what he says. 

 

Bloody amazing job on the light cycle, as conrad said, by far the most detailed I've seen. Matt's pointed out some of the pinching and you might want to soften the panel lines, as currently they're very sharp and pretty thin / tight. Some of the edges could probably be smoothed out a bit so the quads were more even, but really great job on this!

I still feel like your render isn't showing the model to its best. For one, I'd get a lot closer to it, as we can't see a lot of the great detail you've put into it, and your lighting could probably use some adjustments. I think it'd benefit from some rim light to pull the silhouette out; as you said, it can be quite tricky to define the forms with something so black.

As far as that goes in the shader / material, I'd lighten the values ever so slightly, just so you're not hitting pitch black. Also if you find some good screenshots of the film, you'll see the light cycles aren't actually as glossy nor black as most other things in the tron world, they're comparatively quite matte with the sharper gloss layer. As conrad said, you'll want to look into a dual spec setup, dunno how it works in Vray, but it simulates layered materials - e.g car paint - where you have a more matte base layer and then a lacquer / gloss coat on top, which is typically much sharper but fainter.  


I really struggled finding consistent reference for the light cycle, but here are some examples where it isn't quite as black as the helmets for instance, and you can see the matte + lacquer specular. Hope this helps a bit and very excited to see what you produce this year! :) 

itunes-trailers-gallery-tron_board_3_8-1

lifesize-tron-light-cycle-4.jpg

 

Thank you very much  lolooooo  I played around with the mesh a bit after all the crit and hopefully Its a bit better now. I really want to put this thing to rest ASAP. I see what you mean with the blackness and the double spec makes sense now. Vray has a few car paint materials built in that I completely forgot to play with. I rendered this test out last night its 60 of the 400 frames. I'm going to play with the material some more and try to get it a bit more accurate. Ill probably do another render thats a close up of the bike in some scene. Deadlines are drawing in so im not sure how much I'll get done before deadline but this is the plan for now. Thank you for the crit, it helps a lot.  :)

 

Password: Robotsrule

 

At the moment I'm rendering the clay turnaround. Just gonna chuck this screen from the frame buffer here, its not comped yet but you get the idea. 

b1c4f4291757598b0cc739aa7a89236b.png


Edited by joe lynch, 05 December 2016 - 08:11 AM.

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#29
joe lynch

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Me thinks its about time i post something! 

 

I managed to get that turnaround cracked out. I'm not overly happy with it but it will do for now (given that i'm running low on time.) 

 

Password: 12345

 

 

I started on my pod racer a couple days ago and this is how far i've got. I intend to add a bit more detail to the model (and fix a couple issues) as well as some more dirt to the textures. Give it that sandy look. 

 

6443a3d9614df18227033eb0d50aae8b.jpg

dfe27e7a24735b2d2cec0b89e209cec4.jpgbcac6039ffbf37f419cffa401b447db6.jpg

c60fede8286036c4cc0ed9f30aa1e80a.jpg

 

Gonna start the pod tonight. Trying to work out what fits with the engine at the moment. The table is also in progress. I'll post a screenshot when its current render is done.

 

Thanks a lot for reading :) any crit is appreciated.  


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#30
conradam

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Nice stuff, work on your topology though, it's very distorted on your tron bike and shark, and the shark is missing edge loops all around the fins etc. It's good to practice despite it maybe seeming inconvenient.


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