Post your pics of mods in beta, or pictures that do not have a mod associated with them.
Jordan
Posts: 1167 Joined: Sun Nov 28, 2004 7:46 am
Location: Certified Masshole
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by Jordan » Sun Apr 23, 2006 1:55 pm
We all understand what you're saying but unfortunately, easier said than done.
Chief Cow
Posts: 170 Joined: Sun Feb 29, 2004 10:18 am
Location: Missouri, United States
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by Chief Cow » Sun Apr 23, 2006 5:00 pm
Im using mental ray render and Glass physics_phen material (which is one of the mental ray glass materials)
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Tanasoo
Posts: 298 Joined: Sat Jan 01, 2005 7:15 pm
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by Tanasoo » Sun Apr 23, 2006 8:20 pm
Hmmm, Try using one of the glass architectural materials, I know they work a little differently so they might work, and they don't look half bad either.
Chief Cow
Posts: 170 Joined: Sun Feb 29, 2004 10:18 am
Location: Missouri, United States
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by Chief Cow » Sun Apr 23, 2006 8:26 pm
good idea, thxs man
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Chief Cow
Posts: 170 Joined: Sun Feb 29, 2004 10:18 am
Location: Missouri, United States
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by Chief Cow » Fri Apr 28, 2006 4:50 am
NEW WIP
Any thought/suggestion? Know how to make night time lighting look better?
I Know hand color is wrong
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Kirk
Posts: 6031 Joined: Wed Jan 21, 2004 10:54 pm
Location: Alaska
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by Kirk » Fri Apr 28, 2006 7:17 am
What are those odd speckles all over the picture?
I like the MC material, but the visor could use some work.
Chief Cow
Posts: 170 Joined: Sun Feb 29, 2004 10:18 am
Location: Missouri, United States
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by Chief Cow » Fri Apr 28, 2006 12:46 pm
hes supposed to be standing on an alien marsh and for some reason i thought of FFX
I really need help with the lighting
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benman08
Posts: 721 Joined: Sun May 02, 2004 5:53 am
Location: Ohio
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by benman08 » Fri Apr 28, 2006 12:55 pm
his hand is white...
Tural
Posts: 15628 Joined: Thu Jun 16, 2005 3:44 pm
Location: Lincoln, NE
Contact:
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by Tural » Fri Apr 28, 2006 1:03 pm
Chief Cow wrote: I Know hand color is wrong
Kirk
Posts: 6031 Joined: Wed Jan 21, 2004 10:54 pm
Location: Alaska
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by Kirk » Fri Apr 28, 2006 2:36 pm
Chief Cow wrote: hes supposed to be standing on an alien marsh and for some reason i thought of FFX
I really need help with the lighting
Well, unless I'm mistaken, marshes do not have little star like lights all over the place.
Tural
Posts: 15628 Joined: Thu Jun 16, 2005 3:44 pm
Location: Lincoln, NE
Contact:
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by Tural » Fri Apr 28, 2006 3:10 pm
Silly Kirk, those are little self-illuminating alien babies
-_-
Really though, what are they?
Kirk
Posts: 6031 Joined: Wed Jan 21, 2004 10:54 pm
Location: Alaska
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by Kirk » Sat Apr 29, 2006 9:01 am
I think it looks pretty good, but what I think the problem is is a combination of what Aeon said, and that the whole thing needs to be smaller, but more of it. Hard to explain... smaller particles, but there are more of them...
Chief Cow
Posts: 170 Joined: Sun Feb 29, 2004 10:18 am
Location: Missouri, United States
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by Chief Cow » Sat Apr 29, 2006 9:48 am
yes I do agree, but the problem is that i can't really make it smaller because the visibility becomes really poor. I'm using 2 smoke maps to simulate the plasma, if I could use something else I could probably make it brighter and more opec. Anyone have any ideas?
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Tanasoo
Posts: 298 Joined: Sat Jan 01, 2005 7:15 pm
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by Tanasoo » Tue May 02, 2006 10:46 pm
Why not just make the smoke smaller... There is a parameter for that you know. Or you could try using a noise map (but you already did that didn't you). Good job though! I think that is the first shield render I have seen.
Chief Cow
Posts: 170 Joined: Sun Feb 29, 2004 10:18 am
Location: Missouri, United States
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by Chief Cow » Wed May 03, 2006 2:20 pm
it becomes too hard to make out the masterchief behind the shield if i make it smaller, if i turn down the opacity it becomes harder to see the actual plasma
lol so annoying
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Chief Cow
Posts: 170 Joined: Sun Feb 29, 2004 10:18 am
Location: Missouri, United States
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by Chief Cow » Wed May 03, 2006 4:35 pm
Render from Death Island red base
No lightning or smoothing yet
Any suggestions?
EDIT: Link taken down
Last edited by
Chief Cow on Fri May 05, 2006 9:03 pm, edited 1 time in total.
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{HPC}midwaymas
Posts: 260 Joined: Mon Jul 18, 2005 10:54 am
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by {HPC}midwaymas » Thu May 04, 2006 2:45 pm
THere needs to be an easy transition betwen the ground and the pillars.
Munsie
Posts: 1485 Joined: Mon Aug 29, 2005 11:07 am
Location: Canada
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by Munsie » Thu May 04, 2006 2:57 pm
{HPC}midwaymas wrote: THere needs to be an easy transition betwen the ground and the pillars.
Yea, the floors are a little too shiney, or the walls are a little too dull... Or both.
Looks good so far though.
~Munsie