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Joe Lynchs' First Year Thread -

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

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#31
joe lynch

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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.

 

Thank you for the crit :D Can you show me where my topology is distorted on the bike? I was banging my head against the wall trying to work those lines in so some of the distortion may be there to accompany those lines. When you say missing edge loops do you mean the fin isn't dense enough or that it connects to the body wrong?



#32
joe lynch

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Heres my table scene so far. Its a hologram table in a broken space station... thingy. I still have a lot to add, mostly props (maybe some futuristic desks and pcs) and a bit of texture detail (maybe some blood or blaster marks to add a bit more to the destroyed look). Currently the whole scene is lit by the hologram. Back when i was imagining it i thought it I thought the lighting would look much more dramatic but given the size of the hologram the lighting turned out somewhat dull (at least i think thats why). I'm going to play around with the lighting a bit but im not very happy with the scene so far. Kinda tempted to scrap it and just do a detailed table instead of a scene. 

 

2987718b0471995b45caf431b2ce9769.jpg

 

Any thoughts or ideas would be really appreciated. :) 


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#33
conradam

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So on the tron bike, or in any topology for that matter, if it's a single object, keep the quad size the same, for as much as you can, hence why if you use zrememesh on zbrush for example, all of the quads are the same size. In terms of distortion I was talking about the flow of the lines, the object is quite smooth but the topology would suggest it isn't. I could tell you a list of reasons why topology is important to have aesthetically pleasing but i'm sure you're smart enough to imagine some up.

And yeah, on your shark your topology is uneven and is far too simple for an organic object, especially if it were to be rigged, you need those quads so the weight maps can be more accurate.


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#34
Oliver Hopley

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Couldn't comment on how well your models are made. But just as what i think looks good. I think you should zoom in more on the turn around of the Tron bike because the environment is cool but its distracting from the bike a lot. The engine looks awesome but also very new. I don't just mean dirt, You could add some really nice elements of story if you added more signs of where it's been damaged and repaired and such. For the table, I'm uncertain as to what all the glass in the air is and why its there. I know you said its in a ship thats being destroyed but right now I'm not reading that from it. Looks awesome dude, keep it up!


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#35
joe lynch

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So on the tron bike, or in any topology for that matter, if it's a single object, keep the quad size the same, for as much as you can, hence why if you use zrememesh on zbrush for example, all of the quads are the same size. In terms of distortion I was talking about the flow of the lines, the object is quite smooth but the topology would suggest it isn't. I could tell you a list of reasons why topology is important to have aesthetically pleasing but i'm sure you're smart enough to imagine some up.

And yeah, on your shark your topology is uneven and is far too simple for an organic object, especially if it were to be rigged, you need those quads so the weight maps can be more accurate.

 

Ah woops. I always just focus on getting as low a poly count as I can whilst keeping the shape. Keeping the quads the same size ends up takings a back seat to keeping the poly count low and having the lines exactly where i want them. The smoothing ends up making there be little difference in poly size by the end anyway, usually (excuses, excuses). I guess im prioritizing the wrong things. Either way its bad practice (and lazy) so thanks for pointing it out ill keep it in mind with my future models.

 

Pretty much the same thing with my shark. I figured since we don't need to animate the shark I could just knock out a low poly model and let the displacement/ smoothing do the rest. Lazy lazy. If I have time I'll either quad draw it or just start the whole thing again.

 

Thanks a lot for the help. I really appreciate it!  :)

 

Couldn't comment on how well your models are made. But just as what i think looks good. I think you should zoom in more on the turn around of the Tron bike because the environment is cool but its distracting from the bike a lot. The engine looks awesome but also very new. I don't just mean dirt, You could add some really nice elements of story if you added more signs of where it's been damaged and repaired and such. For the table, I'm uncertain as to what all the glass in the air is and why its there. I know you said its in a ship thats being destroyed but right now I'm not reading that from it. Looks awesome dude, keep it up!

 

A few people have mentioned that I should zoom in and I couldn't agree more. I was a bit into the rendering when someone first mentioned it. I think I should be able to re-render it before the deadline (fingers crossed). Yeah I still need to finish the textures for the engine, I do intend to dirty them up. I hadn't really thought about adding physical (modeled) damage or signs of where its been repaired. Those are awesome ideas.  lolooooo 

 

I'm banging my head against the wall with this damn table. Thats a good point about the glass, it doesn't really seem to fit. Its meant to be coming from the smashed window in the background but the way I've done it just looks silly. I should have simulated the windows smashing so it spread properly  (maybe denser amounts of glass near the windows and just a few closer to the camera?) instead of just plopping shards around in the scene.  At the moment I'm tempted to get rid of the window and the glass. Somethings just not working in the scene. 

 

Thanks a lot for the crit :) 

 

I did a little more on the table. Apologies for the low quality its just a quick render. 

 

1cbc3c4a4b806b79d7a7ce8146175776.png

 

Not sure if i should keep the pillars or replace them with something else.I intend to have some cables hangin off them. Maybe some cctv or something too. 


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#36
joe lynch

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Just got back from a couple days home for Christmas. I left my pc rendering in an attempt to make the most of its idleness. Unfortunately because of the way I render this scene the GI is acting really weird. Its because the lighting is almost entirely GI based (vray light material) and the samples have to be really high to get smooth lighting. I set the rendering to add to the current GI map with every frame (incremental mode). It worked as intended and saved a bit of time but It still has "lumpy" lighting because of the low samples. Im also getting flickering which shouldn't be happening at all because the light should only be adding and never taken away. A lot of weird things happening. I've never lit a scene this way before and its caused me so many issues so far. I can get round it for stills but I'm not sure if i will be able to for that many frames. Maybe I'm completely wrong about whats causing it and someone out there can educate me? Worst case scenario I think I'll just have the scene as a still and render the table exploding in a less complex scene with the GI turned up. I'm playing around with the render settings now and I'd love some crit on the rest of it before i commit to another render.  kinda wanted to a portrait video but that would be weird... right? 

 

Password:12345

 

 

Any and all help/crit is appreciated! :) 


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#37
Christian Fryer

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Your sweet explosion thing is on point and as a technical piece the scene looks right, but it doesn't feel real. Do some fancy colour stuff or something just to make it feel a little more alive. (This is just a personal thing though and I know explosions are sad but your scene feels sad too, poor thing ;) ) Your still looks good though but the pan shot looks especially sad.


Edited by Christian Fryer, 27 December 2016 - 09:19 PM.

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#38
chrisdunham95

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Any reason your using vray and not arnold?(wasnt sure if for your handin you are meant to use arnold specifically as i believe thats what their teaching you guys - so ignore me as you please;)) - works look really cool love the idea, coming together nicely


Edited by chrisdunham95, 27 December 2016 - 10:34 PM.

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#39
joe lynch

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Your sweet explosion thing is on point and as a technical piece the scene looks right, but it doesn't feel real. Do some fancy colour stuff or something just to make it feel a little more alive. (This is just a personal thing though and I know explosions are sad but your scene feels sad too, poor thing ;) ) Your still looks good though but the pan shot looks especially sad.

 

I know exactly what you mean. I'm fighting a losing battle with it at the minute.  XD I've tried a lot of different things but im spending too much time on it now so i may just add a few more models and work on the comp. For the pan I think I'm going to go with the bellow look. In this scene I get the render times down a lot and a much closer shot of the boom. Might add a few things around it... dont really know yet. Any thoughts on it are appreciated. :)

 

09f38cacff424344b9aa008789f46988.jpg

 

Any reason your using vray and not arnold?(wasnt sure if for your handin you are meant to use arnold specifically as i believe thats what their teaching you guys - so ignore me as you please;)) - works look really cool love the idea, coming together nicely

 

Thank you :) Its just personal preference really. Lewis has told me I have to use Arnold in the second term but he was nice enough to let me off for the first (with a possible mark hit). 


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#40
joe lynch

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Ok so I've around about finished modelling (still need to add a few details) the pod for the pod racer. Ive just thrown some of the materials from the engines on so i still need to texture it and make it look all dirty and damaged. It took me a lot longer than i thought it would to think of a design I liked and I'm not really liking how it turned out but i dont have any more time to experiment with looks.

8e42a764836655b529c8d33076e8cd84.jpga564edc928c13b1053a6509dae3cc656.jpg

 

Any crit is appreciated. :D


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#41
Jason_Costa

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Looking beautiful. Truly. The only thing I could suggest, if you have time, is having a go rigging it. Heck! You could just move the pivot points in the right place and animate the  rotation of different parts. Freaking awesome.


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#42
tweedie

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Nitpicking like hell because you've done an awesome job with that; a lot more detail than most people put into the actual pod :) The only thing irking me are the draped cables around the top - I really like them, but as they're pulled taught on each end I don't think they'd be draping like that in between the tubes. If you add some clips in between it'd explain why they're making those shapes. Due to time etc it's probably not worth doing, but seriously awesome job so far, I really like the design. 

RWVlMXs.png


Also two sets of handlebars / arms could be fun, for a four-armed species. But now I'm getting carried away :) 


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#43
Samuel_lee

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It's looking pretty good at the moment. Make sure to get that dirt and damage in there so it looks less CG. Mari has a load of masks that you can use to quickly paint in dirt in the cavities, chipped paint on the corners and so on. You'll be able to build up a basic overall dirt texture like that pretty fast, which will help out you model a lot. Post wire frame renders of your models as its hard to give crit on the model it's self without them as the typology is such an important aspect of modeling! The pod design is very nice though it reminds me of the alien vs predator alien. Are you lighting with a appropriate HDRI? As its looking a bit light basic studio lighting. 


Edited by Samuel_lee, 31 December 2016 - 04:25 PM.

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#44
joe lynch

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Looking beautiful. Truly. The only thing I could suggest, if you have time, is having a go rigging it. Heck! You could just move the pivot points in the right place and animate the  rotation of different parts. Freaking awesome.

Thank you very much! :D I am tempted to rig it. Ive done similar rigs before using basic constraints. I definitely wouldn't be doing anything like that with it till after hand in though. I thought if the rig goes well I could try and set it up in unreal with some vr XD

 

Nitpicking like hell because you've done an awesome job with that; a lot more detail than most people put into the actual pod :) The only thing irking me are the draped cables around the top - I really like them, but as they're pulled taught on each end I don't think they'd be draping like that in between the tubes. If you add some clips in between it'd explain why they're making those shapes. Due to time etc it's probably not worth doing, but seriously awesome job so far, I really like the design. 

RWVlMXs.png


Also two sets of handlebars / arms could be fun, for a four-armed species. But now I'm getting carried away :)

 

Thank you :) Ah good point. Id kinda just imagined them not being pulled taught, as if theres excess cable or something. I guess that doesn't really make sense but I preferred it to having them be straight from point to point. I hadn't thought about clips though its a really nice idea, Ill add them if i ever get round to finishing the model! :)

I went through a few few arm ideas (wasted a bunch of time on it)  Originally the arms were going to be attached to where the holster for the rope now sits.

It looked weird when I modeled it (because I did it weird) so i thought id try something else but I imagine if kept both ideas and had four arms it would have turned out a bit more interesting. XD Tempted to come back to this after hand in and make it less pod racer related so I might add the extra arms then.

 

It's looking pretty good at the moment. Make sure to get that dirt and damage in there so it looks less CG. Mari has a load of masks that you can use to quickly paint in dirt in the cavities, chipped paint on the corners and so on. You'll be able to build up a basic overall dirt texture like that pretty fast, which will help out you model a lot. Post wire frame renders of your models as its hard to give crit on the model it's self without them as the typology is such an important aspect of modeling! The pod design is very nice though it reminds me of the alien vs predator alien. Are you lighting with a appropriate HDRI? As its looking a bit light basic studio lighting. 

 

Thanks! About to delve into Mari tonight for the first time. Feels kinda risky to use it for the first time so close to hand in so if I cant grasp it quickly i might just get some masks off the internet and work with it that way. I'll try and get some topology images up tonight. :) I really need to get into the habit of including them. 

 

Thank you for the replies and crit guys I really appreciate it! :) 


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#45
Samuel_lee

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Thank you very much! :D I am tempted to rig it. Ive done similar rigs before using basic constraints. I definitely wouldn't be doing anything like that with it till after hand in though. I thought if the rig goes well I could try and set it up in unreal with some vr XD

 

 

Thank you :) Ah good point. Id kinda just imagined them not being pulled taught, as if theres excess cable or something. I guess that doesn't really make sense but I preferred it to having them be straight from point to point. I hadn't thought about clips though its a really nice idea, Ill add them if i ever get round to finishing the model! :)

I went through a few few arm ideas (wasted a bunch of time on it)  Originally the arms were going to be attached to where the holster for the rope now sits.

It looked weird when I modeled it (because I did it weird) so i thought id try something else but I imagine if kept both ideas and had four arms it would have turned out a bit more interesting. XD Tempted to come back to this after hand in and make it less pod racer related so I might add the extra arms then.

 

 

Thanks! About to delve into Mari tonight for the first time. Feels kinda risky to use it for the first time so close to hand in so if I cant grasp it quickly i might just get some masks off the internet and work with it that way. I'll try and get some topology images up tonight. :) I really need to get into the habit of including them. 

 

Thank you for the replies and crit guys I really appreciate it! :)

Masks in Mari a quite simple, they're many quick tutorials on youtube giving you a basic guide (not that i would really recommend youtube, but it'll get you started for now). Yeah always post them, that was you'll get far better crit and help with your modeling. :)


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