Get feedback from others on your works in progress
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CTZn
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by CTZn » Sun Jul 04, 2010 10:19 am
Shameless trick, Schosch
By definition, the linear tonemapping has to be the most respectfull method for a color chart. Imho it is a slightly belittled method... Besides, an official chart would take industrial measure tools as galinette pointed out once.
I like the picture like it is

obsolete asset
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dakiru

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by dakiru » Thu Jul 08, 2010 12:21 pm
Schosch wrote:
Depth of field is a great way to hide all the normal smoothing issues/overlapping faces that I haven't fixed yet!

nice technique
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dakiru

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by dakiru » Thu Jul 08, 2010 1:31 pm
e3graphics wrote:Here is a robot I was playing around with. His name is "Manny" (he is manual). He has a wind up key that keeps him going. Thoughts?
It wants some surroundings, so he is not so alone there

Manny is a nice name - reminds me the main hero from
Grim Fandango
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Lucidic
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by Lucidic » Fri Jul 09, 2010 4:37 am
Started a little "makeover" of my room. Any suggetions on improving the scene?
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dcm
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by dcm » Fri Jul 09, 2010 9:36 pm
needs longer render and some models could be improved

overal its good render

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Zom-B

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by Zom-B » Sat Jul 10, 2010 4:30 am
Lucidic wrote:Started a little "makeover" of my room. Any suggetions on improving the scene?
oh, my lovly floor mat from the DB ^^
I would say the floor tiles a little to much, the texture seems to small by this. Also check out that the texture isn't 1:1 but 4:3 aspect ratio for mapping it on the ground
on your own risk you also could try to spam a lot of instanced geometry for the carpet and get a nice fluffy result.
polygonmanufaktur.de
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Lucidic
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by Lucidic » Sat Jul 10, 2010 8:29 pm
will try that out, but I'm not sure what you mean with the carpet thing. It is too flat and I would like to make a furry carpet similar to some I've seen around here, but I have no idea on how to do that.
Anyway, here are two more renders from the same scene, rendered for a little longer.
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Borgleader
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by Borgleader » Thu Jul 15, 2010 10:18 am
Not quite happy with the design, and it's missing an "entrance floor". working on something hopefully better.
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benn hired a mercenary to kill my sig...
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Pibuz

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- 3D Software: SketchUp
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by Pibuz » Fri Jul 16, 2010 8:27 pm
Here is something I made to test a new "afterstorm" glass. Based on good old buddy Bertrand Benoit's tutorial and textures. To him all the credit.
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Pibuz

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by Pibuz » Fri Jul 16, 2010 8:30 pm
Another test just to see the quality of a model downloaded from the warehouse. Turned out to be not so good

Any news?
BTW, I was wondering if could it be possible to obtain the glowing effect I applied in PS directly through Indigo, something like a dirt map (obstacle maybe) to the lens?
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pixie

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by pixie » Sat Jul 17, 2010 12:39 am
Pibuz wrote:Another test just to see the quality of a model downloaded from the warehouse. Turned out to be not so good

Any news?
Mind sharing?
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Pibuz

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by Pibuz » Sat Jul 17, 2010 12:42 am
No problem. SkIndigo model though.
BTW, could be useful if anyone could map correctly the leaves and then share it back
Give me the weekend to dig the file out..
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aleksandera
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by aleksandera » Wed Jul 21, 2010 10:26 am
Some test (2.2.12)
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Pibuz

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by Pibuz » Wed Jul 21, 2010 10:39 am
It seems that I finally managed to find a simple way to create good-looking trees and render it from sketchup through skindigo! I'll write a tut if anyone is interested!
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Pibuz

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by Pibuz » Wed Jul 21, 2010 10:41 am
@Pixie:
Sorry mate: do you want the model for the materials, the scene or the simple basic 3d?
Because that is from the warehouse, maybe I could simply share the link!
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