Tuesday, 29 March 2011

Morpheus - UVW mapping complete!




This is how Morpheus will look.

Morpheus in clothes.



I am very pleased to present to you my UVW mapped and coloured in Morpheus!

I think I'll tone down the colours a bit, add some shadows inside the shirt and so on.

Thursday, 24 March 2011

The Art of Seeing

Ah!

I have to post this link up to all the pictures I took!

http://www.flickr.com/photos/revolverc24/sets/72157626309990788/

I've not been back from work long...

I took some pictures of some cool buildings. The advantage of
putting cycling and photographing together!

Whew, it's due in on the 24th.

Tuesday, 22 March 2011

Website screen captures

This is the prototype for my personal website.






I don't like the way it works, so I'll try and change it before.
I might even change it altogether.

Wednesday, 16 March 2011

Displacement maps - making creases on clothes


So I was telling Jonny how to make a displacement map for creases in jeans, but it works for anything with creases, such as terrain.


  • So, I found a texture of denim, and I picked one with creases already in it. That way, you can use them for a reference to draw on.

  • Open your denim texture photoshop, then create a layer above that.

  • Now get the brush tool, select a soft edged tip shape, and half the opacity or so. The colour will be black but we want it to darken as you layer it on.

  • Now set the brush size to the size of your crease. If you're copying creases you have a guideline, but if not, you will have to make it up. Try to be as realistic as possible, and remember it will be layered.

  • Draw over the crease in one click of the mouse.

  • Next, shrink your tip size and then draw down the middle of the lines you drew, and repeat this step maybe once or twice more.

  • When you are done, delete your denim texture layer and it will leave you with a greyscale image.

  • This method produces an inverted map, at this stage you might want to invert the colours, but you can also set the displacement value in max to a negative number for the same effect.

  • Save the image, transparency isn't necessary so JPG will do fine.

  • All there is left to do is to apply the textures to something in 3DS max. Your displacement map is entered as a bitmap to the displacement map slot in a standard material. The default displacement setting is 100. You will need to make it a negative value if your creases are done in white. You might also want to lower the value to make the creases more subtle.


Below is the texture I used and displacement map I produced.






I tried to make an even better one, so you can see what happens if you put more effort in.


Here I used the smudge tool in PS to create even softer edges to the creases, but you can see it doesn't necessarily make it look better!

Finished room render


The beauty pass took 1 hour and 40 minutes.

Now I can work on turning it into a website!

Tuesday, 15 March 2011

My room even sneakier peek


Shadows are off, they drastically increase render time.

Textures are go! The window frame needs colouring in, and sensible stuff needs putting on the screens, and then we're done! Maybe an occlusion pass and a bump map for the carpet.

Monday, 14 March 2011

My room sneak peek


This will be the basis for my website design.
Texturing and lighting comes next!

Wednesday, 9 March 2011

Connect.me

A friend of mine informed me of Connect.me.

You might be looking at it and thinking, 'But I already have a facebook, a blog, a youtube account, I don't need another networking account.'

Connect.me appears to be the solution to that! It promises to work as a hub, a central point that you can keep all your existing accounts under.

This way, when you meet someone, perhaps a potential client, rather than handing out a list of addresses, you can give them this single one that connects them to everything!

At the moment you can only reserve a username.
Get in there early! Reserve your username now!

Monday, 7 March 2011

Morpheus ver.2



Here is my turbosmoothed version of morpheus. Completely modelled from scratch!

And he's done in ink 'n' paint, and as you can see, despite being turbosmoothed ink 'n' paint still puts the outline in ridiculous places. Yes indeed, and for those in the know thinking 'why don't you turn off those weird MatID and SmGroup settings on the outline?', well, I did, and this is how it turns out.

There has to be another solution!