akitosforever
Contributor
Davidboon said:Here is one of my character design . please tell me how is it .
if you like this then please visit my deviantart page here and add some comments
w1nD said:
PS : Before anyone says its Altair or Ezio...Let me say myself that its not.I took references from both of them and made something similar to it.TBH this was my first attempt to make anything with clothing.I am bad at making organic models.Inset in black and white u can see the original base model.
Cheers.
kidrow said:Thanks for the kind comments.
Here's playin' around with reactor - T-54 Break Wall_2_xvid.mp4 - YouTube
& some simple ArchViz - 3ds Max & Mental Ray; Materials are Arch & Design, Lighting is MR daylight system for the day shot.
kidrow said:@stormblast, many thanks for the crits. Much appreciated.
Been tryin to wrap my head around the whole gamma/lwf thingy. I've just kept my 3ds Max gamma on with the input & output both set to 2.2. So importing jpgs. as is should be fine, right? & I believe I should de-gamma any bump/displacement maps when using these settings via the utility gamma & gain shader? Please correct me if I'm wrong. Is there any test scene or so where one can compare results to check whether their gamma settings are properly set up?
Agree wrt the burnt out areas in the shelf. How would you go about fixing something like that? Reducing the intensity on the light would affect the entire lighting solution, right? So would you then prefer to fix it in post, & how?
Thats amazing. Great jobkidrow said:Modeled in 3ds Max, textured in Photoshop, rendered with Mental Ray-
stormblast said:just google linear workdflow tutorial. there are plenty of them.
for burnt out settings i am not sure about mental ray. but in vray you need to check your scene setup and also your light intensity. its too much now. try adding an artificial light in the scene behind your camera to light up the scene and reduce the light intensity so that it looks natural. you could aslo try using ies lights.
secondly check the subdivisions of your material and lights.