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Only thing that catches my eye is in the last image your bricks/pavers should normally sweep around the corner and not just run at the same angle all the way across...I think.
Yeah. I added that to my, "get around to later" list. There must be an easier way to get the UVW map to work on that surface; besides resorting to either a texture, or creating a bent box with the proper UVW coords and then boolean the undesired bits out of it.
I was having issues getting the displacement to work, so I toned it down.
They're a combination of models from axyz design and Got3D; usually buy stuff from either turbosquid.com or the3dstudio.com. They're good for medium distance shots, but I decided to leave out their textures this time.
Wow, those people totally ruin those last shots. They look like photos without the people in. No offense intentended. I'm sure it's probably the client that wants them in, though...
Ive always wondered if there was a better trick to making axyz people work. Maybe spending more time on the bump of the texture, or selective displacement etc.... dunno. Something tells me they could look really real but sometimes they still fall short.
"You dont need sight to see, you need vision." Faithless
You do need to redo the materials, and spend a lot of time playing with them. The standard people are just pretty shit though. The meshes dont deform properly either, making them look misshapen and warped in anything other than the T-pose.
The HD people they do are a massive improvement though:
Yeah. I wasn't too fond of putting those people in the science classroom, but I made sure to at least have some fun with them; going to take them out when I get around to doing the video. Those three are Got3D models and I think one of them came with normal maps too; didn't use them though. *sigh* I guess I'm going to have to invest some time in them.
I changed the displacement to 2D, increased the precision, added some noise and nixed the blur on the procedural tile texture. I'm not exactly happy with it but I need to move on.
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