Comments: 40
Antioksidantas [2010-08-04 09:07:00 +0000 UTC]
OOoooooo!!! My favorite! please, please! share 3d model with me!
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3dsquid [2007-08-20 02:23:07 +0000 UTC]
wow, you really are good at making 3d realistic!
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lOst-ParadigmS [2007-05-04 06:09:09 +0000 UTC]
Ah love it!
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Butch007 [2007-03-06 14:41:35 +0000 UTC]
Really sweet modeling and rendering as usual Z. What was your workflow for this one anyway?
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zmoodel In reply to Butch007 [2007-03-06 18:20:19 +0000 UTC]
...and here are some additional renders.
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Butch007 In reply to zmoodel [2007-03-06 19:27:47 +0000 UTC]
Oh, wait here's another question... modo wise can you export weight maps to Max? I guess I was just thinking you can get nice sharp edges using wirght maps in modo using minimal geo, but most apps don't support modos wieght or vertex maps. Do you have to reinforce the edges that need to be sharp with more surrounding edges in Max? (I guess to compensate for the wieght maps if they don't come over) Itkind of sucks I'v been thinking, because it seems like every app has some edge cresing features built in, but none of them seem to talk to each other. (I think I may have asked this already, but I just started working with modo again recently.)
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zmoodel In reply to Butch007 [2007-03-07 02:28:27 +0000 UTC]
btw. did you try Senecas weight map script ? It speeds up the workflow if you use weight maps.
Don't forget that you can always freeze your weighted geometry in modo and then export.
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Butch007 In reply to zmoodel [2007-03-07 03:39:45 +0000 UTC]
Hmmm...that sounds pretty interesting, I wonder once you freeze it how it's able to maintain the sharpness without adding geometry. Gotta check that stuff out and Seneca's script. It just seems like the wieght maps really would be useful for keeping mesh density low and nice for animation IF I can get it to work for me. Thanks!
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zmoodel In reply to Butch007 [2007-03-07 21:23:02 +0000 UTC]
I meant that there's always an option to subdivide your geometry and then freeze it. The sharp edges are maintained, but the geometry is heavy. As far as I know there is no way to export weight maps to max.
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zmoodel In reply to Butch007 [2007-03-06 18:14:43 +0000 UTC]
I had some poor quality photos of the object. No blueprints, just basic information about the dimmensions. It was a box modeling done in modo, then exported through obj file to max9. Rendered with vray in the separate scene. Yesterday I merged the object with the whole Aliante scene. You can find some screengrabs on my Blog .
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Nimphious [2007-03-04 19:30:19 +0000 UTC]
There are a couple of sharp corners around the screen's edge that detract from it's realism, but other than that it's perfect. Great modeling as usual. Glad to see you're posting stuff again too.
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h2so4 [2007-03-04 00:08:22 +0000 UTC]
i love the algol!
excellent choice!
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srejv [2007-03-03 21:43:52 +0000 UTC]
it looks so real! amazing!
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Waymaster [2007-03-03 16:41:22 +0000 UTC]
Awesome modelled.
--
Seeing is believing
My Gallery
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zmoodel In reply to Waymaster [2007-03-03 18:33:51 +0000 UTC]
Thanks !
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spit--fire [2007-03-03 16:36:16 +0000 UTC]
test render??? scanline renderer,right?
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zmoodel In reply to spit--fire [2007-03-03 18:33:39 +0000 UTC]
Yes, this is material test. It was rendered with vray rc3.
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zmoodel In reply to snuff75x [2007-03-03 18:32:57 +0000 UTC]
Nothing here, some lcd monitors have problems with correct grayscale representation, maybe that's the problem. Thanks for commenting !
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sentimentalfreak [2007-03-03 08:05:51 +0000 UTC]
great detail in the modeling - especially the glass layers at the front - very nice
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4th-Child [2007-03-03 00:54:15 +0000 UTC]
Missed you!
liking the studio lighting
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zmoodel In reply to 4th-Child [2007-03-03 01:35:50 +0000 UTC]
Thanks
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zmoodel In reply to accodeum [2007-03-02 22:14:26 +0000 UTC]
Thanks, you are right about the model.
I'm glad you like the render.
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jrcv [2007-03-02 20:18:37 +0000 UTC]
LOL, I was fooled; I thought it was a photograph.
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dremDDl [2007-03-02 19:14:26 +0000 UTC]
Awesome modeling mate.
Great use of materials and lighting.
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zmoodel In reply to dremDDl [2007-03-02 19:29:22 +0000 UTC]
Thanks
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