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Author Topic: Triple-D Indulgence - The 3d Thread  (Read 251 times)
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Starship Captain
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« on: 06-12-2006 02:26 »

I've come to realize that there's a lot of people into 3d on peel, also I was starting to feel bad about cluttering the "show off" thread with 3d talk.  So here it is, a place to share work, ask questions and talk about everything 3d.

I guess I'll kick this off by showing a test I did a little while back, which was inspired by futurama.  whenever it rains on the show it's done in 3d using particle effects so I thought I'd try makin some rain.  It doesn't look great, this is more of a technical test to figure out how it's done I even threw in some turbulent wind, perhaps one day I'll need it for an animation and I'll spend some time tweeking it but for now:
 http://media.putfile.com/BasicRainmov 

I've been tempted to get a frame grab from the show to try and set up a 3d composite.
Fry1077

Liquid Emperor
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« Reply #1 on: 06-12-2006 02:54 »

I've been wanting to start making 3D artwork, and I was wondering what is the best 3D program for a n00b.
Pikka Bird

Space Pope
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« Reply #2 on: 06-12-2006 02:59 »
« Last Edit on: 06-12-2006 02:59 »

That's looking pretty good, although it does have a claymation-esque quality to it. Is there a way to make better splashes in Max?

Well, I guess then there's no excuse for me not to post the WIP shots of the guitar...

-Body shot, front.
-Body shot, rear.
-The bridge. Notice the properly modelled knobs... still need the pots they are attached to, but the knobs themselves are good enough for now. Even better when rendered with refractions and caustics.
-Full view, from tail.
-Full view, from head.
-Headstock/tuners/inlay detail. The kitty is modelled- not a texture. Considering swapping the tuners for Sperzels. I see the string NURBS rendered out like crap... Forgot to check the settings. It's not a problem, really.
-Headstock from the side. Showing off the detail on the tuning machines + the shape of the volute.

C&C?
Show

Starship Captain
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« Reply #3 on: 06-12-2006 03:43 »
« Last Edit on: 06-12-2006 03:43 »

Fry1077 I'd recommend 3ds max.  It's pretty common, there's a lot of books an tutorials on it.  Really though, a lot of modeling and texturing techniques exsist in all the major 3d aplications 3ds max, maya, XSI, blender, lightwave, etc... they just have different names.  if you learn poly modeling in one you can poly model in all of them. Although if you wanna model with NURBS, and I don't, stay away from max.

Pikka you can get better splashes for sure, you just need a ton of small particles or you could use a fluid plugin.  for rain it's not really necessary, if I were to use that particle system in a scene I wouldn't have it nearly as close up so peoples eyes would make it real for me.

the guitar looks amazing.  you gotta share some renders sometime. 

My only critisism would be with you poly counts.  I'm amazed that you'd model that cat, it looks awesome, but if you put that much detail into the cat you should put that much detail into everything surrounding the cat like the bottom of that bell below the cat or the edges of the knobs.  I usually just turbosmooth objects to death, though it's not necessary if it's not a close up shot, I'm just lazy and wanna play it safe. In short, if you're planning on a high res renders you should up your poly count but if it's low res render such detail on the cat is wasted as it would look the same with half the detail.

by the way what program and renderer do you guys use?

I use 3ds max 8. I use mental ray at home though I have virtually no concept of MR materials (with the exception of contours) and I use VRay Advanced at work.  If someone knows anything about mental ray materials like a good book or website lemme know because that is tough to figure out.  I haven't used the default Scanline renderer since I learned about global illumination.
slimmyCGEF

Administrator
Liquid Emperor
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« Reply #4 on: 06-12-2006 04:11 »

We had to build our own 3D engine at uni this year, that was pretty fun, it had basic lighting with zbuffering, it was all made from scratch using nothing but a method to draw a pixel  :) it was pretty neat! I could even open 3ds max models in my engine, yet, the result was ofcourse poor  :p
Pikka Bird

Space Pope
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« Reply #5 on: 06-12-2006 14:20 »

@Show: I know there are some areas that are rather too lo-poly, but I started out not knowing how much detail I was gonna put in it, and there are bits of it that have much lower detail than others, as I upped my ambitions as I went along. So the truss rod cover (the bell) will be redone, and so will the paw inlays at the 12th fret and a few other things.

P.S. I use Maya 7.0 with the built-in MentalRay renderer.
Nerd-o-rama

Urban Legend
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« Reply #6 on: 06-12-2006 17:36 »

And here I thought this was the new Pictures of Hot Women thread...then again, I'd say triple-D is a bit much in that context.
Xanfor

Moderator
DOOP Secretary
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« Reply #7 on: 06-13-2006 09:04 »
« Last Edit on: 08-23-2008 18:24 »

Maya? You use Maya!?! You lucky person! I use Blender (Mostly because it's simple and versitile, but also because you can use it for profit and not have to pay royalties...   ;) .)

Pikka Bird

Space Pope
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« Reply #8 on: 06-13-2006 10:28 »

@X: I assume that chess board was made to fiddle around with materials and lighting, no? Good results, actually. But I'd really like to see some of your more modelling-heavy stuff. The modelling is what I'm mostly interesting in, with materials and lighting as a necessary evil that can't be tango'd around perpetually. I just wish I could get the bulk of the basic learning process overwith really snappy-like, so I could set it up quicker and get on with some more modelling.

Anyways, I really do wish the gaming industry would start using Maya on a larger scale. I'm hoping to work with stuff like that, so I'd like my handy grasp on the Maya interface to stay handy. I have tried switching to Max for a couple of hours, and it's only got a few advantages over Maya, one of those being the smoothing groups and how they are handled. That's brilliant. And some of the animation tools. And then there's the filesize, which is smaller, and therefore better for online games. But the rest is pretty much inferior to Maya in many ways, one of the reasons being that Max is made up of many plugins that have been built into the main program without any kind of change, resulting in the tools and settings being laid out in the most awkward fashion and they can be found in the oddest of places, whereas Alias, while also incorporating plugins into new Maya versions, actually make an effort to make it fit with a logical workflow.
Show

Starship Captain
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« Reply #9 on: 06-13-2006 14:39 »

Maya scares me.  I've only used it briefly, I haven't really had the time to dive in.  The good thing about maya not being made of plug-ins like max is that it takes half the time to load because it doesn't have to load a ton of plug ins.  Funny thing about max though is that everything can be found in at least two or three different places.  My old animation professor (ironically now my co-worker) likes to say with Max it's easy to easy stuff and hard to to hard stuff and with Maya, it's hard to do easy stuff and easy to do hard stuff.

I think no matter where I end up deciding to go to school I'll end up having to learn maya.

So pikka, you used mental ray for maya, I assume it still has mental ray materials with surface, shadow, photon, photon volume, etc... options, right.  Do you ever use those?  That something I've spent some time on trying to figure out and had the most difficulty with it.  If you can use that stuff you can do anything with amazing results. especially with photon volume effects http://jeffpatton.net/Max6/images/Water-box.jpg  (not mine)
RS 2thou

Urban Legend
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« Reply #10 on: 06-24-2006 06:01 »

 http://www.cg-cars.com/forum/showthread.php?t=1490
that is what I am currently wokring one
winna

Avatar Czar
DOOP Ubersecretary
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« Reply #11 on: 06-24-2006 06:10 »

Maya is one of the industry standards...  You should learn it Mr. Show
Show

Starship Captain
****
« Reply #12 on: 06-24-2006 06:15 »
« Last Edit on: 06-24-2006 06:15 »

very nice model RS.  If you're doing a 3d car you need to read up on HDRI, that's the best way to make realistic car paint.  It's great, also you should look into Vray or mental ray, a rock solid render with the default scanline renderer just isn't worth the hassle. Vray is almost too easy.

yeah I know winna, I do intend on learning it.  I wanna try to go to VFS next winter, in which case that's all I'll be using.  as for now though, I know 3ds and I use it at work, so I might as well stick with it through my next animation.
winna

Avatar Czar
DOOP Ubersecretary
**
« Reply #13 on: 06-24-2006 06:19 »

No Kidding!  Although I must say, Mr. RS, your cars are looking quite the beautiful!
RS 2thou

Urban Legend
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« Reply #14 on: 06-24-2006 06:24 »

Thanks winna
@show, I do have the mental ray, as it came with Max. The actual modelling it self is the only thing I really know. Still need to learn how to set up materials (I have guessed what I have been doing) and how to set up a scene for rendering.
Show

Starship Captain
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« Reply #15 on: 06-24-2006 06:51 »

Mental ray is really difficult to grasp, everything else I managed to figure out with relative ease but there's just not any great resources on MR.

On that note, here's a test I did, Glass in Vray: http://img.photobucket.com/albums/v227/show621/3DSMax/Glass02.jpg

I'm having an unreasonably difficult time replicating it un MR.
there's plenty of tutorials online that tell you how to set up a good car render, but seriously, the best way to go is Vray.  I signed an NDA otherwise I'd show you some of what we've been doing with VRay, it's really neat. Of course, we don't work with our own models so even if I could show you it'd sort of take the satisfaction out of it. I found a tutorial on MR Car paint, I know there's others but this is all I could find right now, I hope it's of some use: http://www.3dkingdom.org/modules.php?op=modload&name=News&file=article&sid=541
RS 2thou

Urban Legend
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« Reply #16 on: 06-24-2006 07:57 »
« Last Edit on: 06-24-2006 07:57 »

That glass is cool, and thanks for the link.
First render after doing tut took 3 mins 45 secs and the car isn't even finished yet http://img133.imageshack.us/img133/5653/160ee.jpg
Show

Starship Captain
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« Reply #17 on: 06-24-2006 17:19 »

Looking nice.  Do you have GI and Final gather on, because if you do 3:45 is really good, especially for mental ray.  It's crucial to understand that the appearence of the car is 100% dependent on the environment it's in, if it has nothing to reflect then it's not going to look like paint.  It might be obvious to you but it wasn't for me when I first started on cars so I just thought I'd mention that.

Man, this thread gets kicked to the bottom so fast. whatta shame.

It's not much but I think it's kind of cool, a cloth test I did in max with reactor: http://media.putfile.com/ClothTest
RS 2thou

Urban Legend
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« Reply #18 on: 06-30-2006 01:14 »

Decided to another full render http://img192.imageshack.us/img192/7875/319rd.jpg
Render time 33:34
Got my blue prints reflecting on the body but not visible to camera
Show

Starship Captain
****
« Reply #19 on: 06-30-2006 03:15 »
« Last Edit on: 06-30-2006 03:15 »

Wow, someone bumped up the 3D thread, RS, you're now my best peel friend.

The car looks awsome btw. Are the blue prints the only thing the car's reflecting? cause the reflection looks great especially in terms of placement with the white/black contrast along the side.

oh, and why are your shadows dotted?
RS 2thou

Urban Legend
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« Reply #20 on: 06-30-2006 09:10 »

My prints are reflecting on the body, just wanted to test the relfection of it, and I have no idea.
PaulM

Bending Unit
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« Reply #21 on: 06-30-2006 09:27 »

I suppose this qualifies as 3D!

-- The Andes In The Spring


Show

Starship Captain
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« Reply #22 on: 06-30-2006 12:19 »

sure does. looks great, nice fog. what program are you using?

@ RS Depending on the renderer you're using those dots might be artifacts from not having a high enough GI sample rate.  That'd just be my first guess, it could very well be something else.
RS 2thou

Urban Legend
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« Reply #23 on: 06-30-2006 12:26 »

I think PaulM used Terragram or something like that, its mentioned on DA http://www.deviantart.com/view/34997747/ 


I have no idea why its doing that, I need to play around some more so I can figure out what does what.
Fry1077

Liquid Emperor
**
« Reply #24 on: 07-18-2006 07:26 »
« Last Edit on: 07-18-2006 07:26 »

bump today I was looking at some tutorials for 3ds Max that RS 2thou gave me on #fc, I made an easy Rubiks Cube:
 http://img135.imageshack.us/img135/2504/frame1hl2.png
 http://img135.imageshack.us/img135/6746/frame2pv8.png
 http://img90.imageshack.us/img90/150/frame3ah4.png
 http://img135.imageshack.us/img135/9143/frame4so5.png
RS 2thou

Urban Legend
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« Reply #25 on: 07-18-2006 07:56 »

Good going on the tut, I remember seeing that tut.
No prob on helping you
Show

Starship Captain
****
« Reply #26 on: 07-18-2006 20:01 »

very nice fry.   I also remember seein that tutorial.

when you get more into texturing I'd recommend trying to get your hands on VRay.  What I've figured out, just recently actually, is that I've gotten a lot better at using max's materials and lights since I've used a more physically accurate renderer.  Just thought I'd mention that because I remember when I first started rendering things I'd get pretty damn frustrated and waste a lot of time on tryin to get things to look decent because I didn't understand everything about falloffs, shadow types, relfective properties, etc.

ps, thanks for bumpin the thread.
RS 2thou

Urban Legend
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« Reply #27 on: 07-18-2006 20:21 »

Yeah I have Vray is good, espcially for car paint (I spend a lot of time 3d car forums) But the annoying thing is, unless a copy of vray comes out of thin air air onto my keyboard. I'll be sticking with Vray.
My paint material in Mental Ray
Show

Starship Captain
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« Reply #28 on: 07-18-2006 22:26 »

yeah, I was seriously considering buying a copy of vray- 800 USD I believe it is- but I think my friend has an extra copy lyin around.  If I wasn't saving up to go to some uber expensive animation school I wouldn't hesitate to put the money down for it.

I really wanna learn mental ray more thuroughly though.  You're pretty much unbound by what you can do with it.  It's just hard as hell and there's very few resources on it.

Nice paint btw.
dangerskew

Crustacean
*
« Reply #29 on: 07-18-2006 23:59 »

One of our classes in school let us mess around with the program Rhino, which isn't very good and I never made 3D models before and probably wont make any ever again. I tried to fit as much junk in each picture as I could.
A whole lot of badly made things
A different shot of the same scene, without the globe and more red.
Show

Starship Captain
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« Reply #30 on: 07-19-2006 18:42 »

cool, I remember trying to model a putt-putt golf course in high school, I quit because it was just too damn difficult in autoCAD to get the loop the right shape.  I've never used rhino- NURBS based, isn't it?  I hate nurbs. you should try 3ds max or maya if you ever wanted to do some more 3d stuff.
RS 2thou

Urban Legend
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« Reply #31 on: 07-19-2006 21:23 »

Cool pics.
A lot of people seem to hate NURBS, never tried it out myself. I prefer poly-modelling mainly because a) its easy b) I learnt to model in Zmodeller 1
dangerskew

Crustacean
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« Reply #32 on: 07-19-2006 23:13 »

It had things constantly reminding you it had something to do with NURBS, but I have no idea what that means. Also, I tried 3ds Max once, and it was too confusting.
RS 2thou

Urban Legend
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« Reply #33 on: 07-21-2006 01:14 »

At first it is, but once you learn the stuff you need to know for your want it becomes good.
My first ever rim
Show

Starship Captain
****
« Reply #34 on: 08-01-2006 22:08 »
« Last Edit on: 08-01-2006 22:08 »

Very nice rim RS.  You've got my first beat.

I've been working on animating bender.  I just thought I'd share a preview.  I felt it'd be more appropriate in the 3d thread as opposed to fan art given it's earily state.

 http://media.putfile.com/DA04d

I had to re-rig his legs, and I decided to delete the IK on his arms in favor of FK.  I think the walk is near-final, perhaps a few more adjustments are in order.  I have a rendered version for my reference but I don't wanna show such a polished verion until I've got the timing right.
PaulM

Bending Unit
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« Reply #35 on: 08-11-2006 04:48 »

Here's my latest Terragen effort called Moonstone Gulch.



What 3D packages do you use, Show and RS 2thou and do they come with good absolute beginners tutorials?
Show

Starship Captain
****
« Reply #36 on: 08-18-2006 01:21 »

Sorry paul, I never noticed your question till today.  I use 3ds max and (recently)Zbrush.  I haven't really gone through 3ds max's tutorials but as far as I know they're pretty strait forward. I know Zbrush has some really thurough tutorials, though it's not nearly as robust or well-rounded as 3ds max, it's more of a poly modeling/painting tool.
RS 2thou

Urban Legend
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« Reply #37 on: 08-18-2006 01:35 »

I use 3ds max 7, tutorials used are from 3dm3.com and smcars.net and just general reading posts at smcars.net
My wips
Concept Car
Lamborghini's
Show

Starship Captain
****
« Reply #38 on: 08-18-2006 02:18 »

I see you've become acquainted with HDRI's.  It's a big improvement, they're lookin great.

I'm a little apprehensive about putting this online, as it's for work, but considering it's so preliminary I'm sure NDAs don't really matter on this one.  This is really just a rough draft, the art director hasn't even told me what to do outside of wanting a metalic looking chameleon.


still, I'm pretty happy with how fast I managed to slap it together, within a week while learning zbrush and importing/exporting that with max.
RS 2thou

Urban Legend
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« Reply #39 on: 08-18-2006 02:28 »

Thats quite nifty rendering you have done
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