Hi Dave, Can you post the wire frame for the turtle? and also did you paint the turtle or did you use images and edited them in photoshop? It looks very nice mate.
Thanks Juanpax
All the painting has been done in mudbox not done the final clean up in photoshop yet, all you see at the moment are photo projections and clone stamp, the modelling in mud is really to give the effect of 3D as the shell is really flat most of the time so I have given it a little more bump so it show up better (if I started this to do a model of a turtle would have done a better job). The last example pic is one I used for the projection of the front fin.....................dave
That turtles really looking good Dave! Also, I'm guessing the volumetric effect is coming from a fluid container? Have you fiddled around with parti_volume? Anyways, an mia mat with an ocean texture for displacement would do the trick. I mean, you can setup fresnel reflections with Maya standard shaders and a sampler info but why bother when you can just tick a checkbox on a physical shader like the mia_mat(I think there's a water preset too).
Thanks Genny
Im still working on the turtle changing the texture from 2k to 4k as it was not standing up to a close up shot, I should have done that in the first place as you can drop the size if its to big, Im using the volume cube from the volume primitives with a ramp in the Y axis. Like I said in a earlier post I did try photons with a parti_volume shader would there be any benefit to using the parti shader Genny. I will look into the mia_mat shader as I have not used it before would I have to use it with physical sun and would I then not need the light texture for the god ray and could I link it up with the parti_volume shader. Sorry Genny lots of questions..............dave
Hey dave, do you have an example of the texture not holding up? So far your renders were all tiny 640x480. Have you thought about colour correcting the blue out of the texture colour?
I'd say the parti_volume looks much better and is more accurate than the volume primitive. The parti_volume is however, much more expensive to render but at least the objects cast raytraced shadows into the volume and it respects the light decay. In this case I used a refractive mia_mat shader on the cube incasing the parti_volume(because I felt like it ). The light is a really thin area light that's using the physical light shader in its "custom shaders" slots, I could increase the area light samples for a smoother volume but you get the point.
And no, you don't need to use the physical sky in order to use the mia_material.
Hi Dom long time no see
It was the texture on the turtle that was not quite right, I might get away with it as I am rapt up with other things at the moment. I will up the rez of any new shots when I have a update.
Thanks Genny
I had my blond wig on when I said I have not used the mia_mat I was look for a mat shader when the penny dropped mia_material am I thick. Any way I have tried to use a mia_mat(mia_meterial) for the ocean shader would look good on top but not from under side. Having some problems with photons and parti_volume shader think it might be my graphics card hope not first shot without volume next shot with.........dave
My fault not the graphics card I had the bottom plane in the same space as the volume just had to move it up a little, now to sort how to get the parti_volume to look better.............dave
edit: i'd say try to work on the sand texture, if u look closely it feels like the sandcorns are very big and hard + the bump is a bit hard on some places!
thats only my opinion though. i know you got far more experience than me
20 year old guy from Sweden
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There s a free one from digital tuts but it will not be good for a big scene as you will need to use millions of photons, you can see the light is not crisp in the last scene I posted..................dave
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