Getting there,

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eman7613
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Getting there,

Post by eman7613 » Fri Sep 22, 2006 1:25 am

well ive finished most of the modeling, please coment of things that could be different (cinema render im still working on the indego one)
Image

and if anyone would like to provide some advice for my indigo render (still remaking some of the textures)

13hr 34min (ona core 2 duo :( ) no post process
Image
Yes i know, my spelling sucks

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mzungu
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Post by mzungu » Fri Sep 22, 2006 1:37 am

I like the scene! Very homey and warm/friendly!

My thot would be to add a chandelier or low-hanging lamp above the table (turned on, of course, to show off indigo's features! :) ). Maybe, if you're feeling ambitious, a bouquet of flowers?

Also, as with any work of art, think about the "story" its going to tell. Try to make the viewer think, ask questions, wonder "what if"... or whatever. Its one thing to appeal to the human eye and mind, but to touch the heart "makes" the art!
-mzungu
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afecelis
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Post by afecelis » Fri Sep 22, 2006 2:28 am

I agree with mzungu. The scene is properly conceived and very appealing to the eye, now you gotta bring it to life by using light (besides the one you have in the scene, some that casts shadows to separate meshes from the bkg and generate visual planes and depth). Try starting by using a mesh emitter above it to see how things change and then start refining it. :D good job!
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eman7613
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Post by eman7613 » Fri Sep 22, 2006 4:03 am

thank you ^.^
afecelis wrote:Try starting by using a mesh emitter above it to see how things change and then start refining it.
im afraid i dont know how to do that, and im not 100% sure what that is >.> ive only hade cinema a short while and indego a few days.

and yes, the flower would be very imbitous for me
Yes i know, my spelling sucks

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afecelis
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Post by afecelis » Fri Sep 22, 2006 4:24 am

eman: I'd try somethig like this. In you C4d scene create a plane, place it above the table and make it big enough to cover a good part of your table. Assign it a name like "emitter" and a difuse white texture that you can also call "emitter". Export your scene, and then open your xml with a text editor like notepad or wscite. The first lines define some basic stuff of your scene and then your materials. Look for the material definition for "emitter". Right now it will be a regular difuse material. Change its lines for this:

Code: Select all

<material>
		<name>emitter</name>
		<diffuse>
			<colour>1.000 1.000 1.000</colour>
		</diffuse>
	</material>
This is a fully emissive material (1.000,1.000,1.000) which will disable any other sources of light besides mesh emitters.
Re-ender your scene and you should see it working.

If you go further down in the xml file you'll see the word "emitter" show up again but this is the mesh info, so don't change it. Just change the material part and your plane should become a light source. :wink:
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Kosmokrator
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Post by Kosmokrator » Fri Sep 22, 2006 4:27 am

this in the center of table are salt and peper?i think is too smal in relation with other objects....check ur scale!
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richie
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Post by richie » Fri Sep 22, 2006 7:57 am

which core 2 duo? i just wonder how fast is E6700 if it is this one...
about the pic, good test, but i don't like the glass color, it doesn't mix well with red colour of the table.

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fused
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Post by fused » Fri Sep 22, 2006 8:00 am

doesnt really look sharp to me...

try to set "aperture_radius" to 0.000001

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eman7613
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Post by eman7613 » Fri Sep 22, 2006 11:15 am

thanls for the imput and help, gona try it again in a bit.
richie wrote:which core 2 duo? i just wonder how fast is E6700 if it is this one...
no, not that one, its the t series (the centrino version) on my school laptop i just didnt think they would have toned it down to pentium d level ;p granted, im not exactly conservative when it comes to poly count :roll:
Yes i know, my spelling sucks

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