Integrating 3D models with photography
Interested in integrating your 3D work with the real world? This might help
# 1 05-10-2008 , 05:25 AM
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Chess!

A project I've been working on for the last month so far...
I'm going to create a glass chess like one I've got (though it has a LOT less details... Maybe I'll post a pic when I quit being lazy :p )

user added imageuser added image

Wireframe - All:
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Wireframe - Knight
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Wireframe - Other
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C&C please,
Benny


When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)
# 2 05-10-2008 , 05:45 AM
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In chess the castles used to be elephants.....

# 3 05-10-2008 , 08:55 AM
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I love making chess pieces, they're one of my favorite practice models.


~I have no idea what I'm doing~
# 4 06-10-2008 , 05:03 AM
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There pretty high poly.

Are they the smoothed version or the base mesh?

Also with the knight I would try to get rid of the point at the tip of the snout, try to round it off using sqaure quads, that way you wont have pinching there


"No pressure, no diamonds" Thomas Carlyle
# 5 06-10-2008 , 07:08 AM
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They are smoothed (besides the rook. I had major problems with that one so I revolved it to it's current level of detail and worked on from there) , though for the knight I had to make some finishing touches after smoothing, and I don't have the unsmoothed versions (besides the knight).
Can you post a pic about the advice for the knight? I don't know how to make those quads besides deleting some edges but that doesn't help much.
Benny


When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)

Last edited by BennyK; 06-10-2008 at 07:12 AM.
# 6 06-10-2008 , 07:40 AM
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Heres the bet way to describe it,

It looks like you started with a sphere and have kept the points at the top and/or the bottom, hence the point (on the left) on the right is a smoothed cube, try to get the nose of your model like that as then you have a nice surface flow, as the mesh is really dense it's hard to say where you should make the changes, but if you unsmooth and look a the model you should get an idea.

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"No pressure, no diamonds" Thomas Carlyle
# 7 06-10-2008 , 12:11 PM
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I like these, I think they're really cute. And gster is right, they are a bit dense, next time, copy the low res versions and chuck em' away in a layer or export them, thats usually my "just incase sh*t happens" move.


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# 8 06-10-2008 , 12:44 PM
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Originally posted by GecT
thats usually my "just incase sh*t happens" move.

Hehe, LOL,
Thanks for the advice, I;ll post some progress in a few days I hope,
Benny


When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)
# 9 07-10-2008 , 05:03 AM
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Little update:
user added imageuser added image
Benny


When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)
# 10 08-10-2008 , 05:46 AM
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Some updates:

Mapped the UVs for practice, made the board and fixed lots of my geometry... I also created low poly versions for future use.

2 questions:
What could be the problem with the figures (besides the pawns)?
user added imageuser added image
They have the same material as the pawns...
EDIT: if anyone encounters this the normals are probably reversed.


How do I set up a material(what do I need to connect) from 2 shaders and a checker, so that every color of the checker will use a different shader? that is, where the checker is black output from first(black/white) shader will be used and vice versa...

Thanks,
Benny


When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)

Last edited by BennyK; 14-10-2008 at 03:16 AM.
# 11 09-10-2008 , 02:41 AM
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OK, first problem solved with no obvious reason... I'm still having problems with the second one - I tried it with a layered shader but problem is both materials have their own transparency value so I have no idea how to set it up...

Here's a render I did with lots of refraction and reflection blurring in 6 min.

Does someone know a better way to get a translucent mat effect? translucency doesn't appear to make a difference for some reason user added image
Thanks,
Benny

PS: I'm having some problems with imageshack so I'll just attach this one:

Attached Thumbnails

When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)
# 12 09-10-2008 , 05:03 AM
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Since I didn't get any help with that I decided to break it up into sixty four pieces and assign the material for each one. Played some more with the material attributes and here's what I've came up with:
C&C please
Benny
PS: Does somebody know how to export an image as it is in the render view (no transparency) without exporting to .jpg?

Attached Thumbnails

When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)

Last edited by BennyK; 09-10-2008 at 05:07 AM.
# 13 09-10-2008 , 06:56 AM
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You can use the fast skin shader (I like the skin shader ^^) or you can use a ramp shader, tweak the incandescence and ambient to fake it. Also I think you can just uncheck alpha in the render settings, under the camera section for your transparency issue.

user added image


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# 14 09-10-2008 , 07:22 AM
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Thanks a lot! I'll post some progress soon...


When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)
# 15 09-10-2008 , 07:56 AM
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user added imageuser added image
:attn: imageshack is working again

I decided to go wit my super blurred refractions glass - I probably don't know how to set up the misss fast skin and ramp shader but this just looks better user added image

added a HDRI as well. Next step will be a wooden/marble surface and some more lighting

Here's the reference:
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I found it in Google but it's the exact same set as mine user added image
saves me the trouble of photographing it and getting the photo on the PC.
Benny

Edit: I'm rendering a new version with lower specularity and other minor changes now so it should look better.


When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)

Last edited by BennyK; 09-10-2008 at 07:59 AM.
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