Showing posts with label turn table. Show all posts
Showing posts with label turn table. Show all posts
Wednesday, September 18, 2013
Tuesday, October 27, 2009
Pumpkins for all! Now Working! okay seriously now.
EDIT!!!!
No Need! I FIXED IT WOOO!!!!
thanks
Woo!
haha, okay I kind threw this together really fast from a cylinder, so sorry for the quality. Here is a pumpkin model you can use for the pumkin thing for class:
Quick render test:

Files:
pumpkin
stem
here you go :)
EDIT:
I've done some shader testing and realized you need to have two solid halves for back scattering (such as with a candle) to work. so here are the two halves made solid and hollow (you'll understand when you see them. oh and use the stem from above. I'm also leaving the link to the original pumkin so that you can play around with that as well.
DOWNLOAD BOTH:
Pumpkin top
Pumpkin Bottom
To Download: click the link and then select "Free" then type in the generated letters (to prove you are indeed a human) and the download should then pop up automatically.
No Need! I FIXED IT WOOO!!!!
thanks
Woo!
haha, okay I kind threw this together really fast from a cylinder, so sorry for the quality. Here is a pumpkin model you can use for the pumkin thing for class:
Quick render test:

Files:
pumpkin
stem
here you go :)
EDIT:
I've done some shader testing and realized you need to have two solid halves for back scattering (such as with a candle) to work. so here are the two halves made solid and hollow (you'll understand when you see them. oh and use the stem from above. I'm also leaving the link to the original pumkin so that you can play around with that as well.
DOWNLOAD BOTH:
Pumpkin top
Pumpkin Bottom
To Download: click the link and then select "Free" then type in the generated letters (to prove you are indeed a human) and the download should then pop up automatically.
Tuesday, October 13, 2009
Ball Turn
I fixed the weird artifact in the turntable example I showed Monday, and made it turn slower. The problem was quite unexpected: it was the ray-traced shadow from the key light giving these blocky artifacts. All lights are using shadow maps. The ball is now subdivided. Maya subdivides UVs just fine, but not after you created the Proxy (the image is rendered using the Maya Software renderer).
Sunday, October 11, 2009
turntable round two.
The second version. it looks more like skin. also changed the geometry and gave him bump on the body.
Friday, October 9, 2009
Hatter Turn Table
Just a test to see how the skin shader works out in motion. Need to adjust it a little bit. but overall I'm happy with it. The hands need some attention from me, but right now I'm doing a simple rig. The model is actually pretty low res, and because of the beauty of subdivision, I'm allowed to up the detail without loosing my control. the entire head and body are on one UV map. Its easier to detail that way, and normal maps are created smoother. I have a base idea of what he will say, I'm not posting that yet, cause its very rough.
Image still of turn table:

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