Hard Light Productions Forums
Off-Topic Discussion => Arts & Talents => Topic started by: KillMeNow on August 18, 2002, 08:16:39 pm
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test render for bullet time effect (i admit to abit of post in photoshop though =) just to take the cg edgeoff it though =)
(http://www.killmenow.barrysworld.net/images/bullettime.jpg)
on another note (to the admins) any chance of hosting for all my images and stuff.... please pwitty pwittyyyyyyy pleeaaaaaaseeeeeee!!!!!!! my cut off day is getting rapidly closer
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heeeeeeeeeeeeyyyyyy neato!!!!
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very nice! how exactly did you do that? (from start to finish) :D
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Originally posted by Stealth
very nice! how exactly did you do that? (from start to finish) :D
His secret!
For you never to know and me to pry out of him(threats to.. well.. ==plane travelling at mach 2 flies by, drowning out words==... work well.)
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looks like crystalised air, or ice, behind the bullets.
pretty!
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its fairly simple acaully you use lightwave?
basically create curve lathe it duplicate it reducing it hight and width by 50 % then streach it from teh bullet namr the inner one somethingand the outer one something else althouh in the end i think they had the same texture - not sure if in max you have weight maps but i used a weight map and painting it at the traning edge to try and use it to taper off so there was no hard egdes partically sucessful -still needs a bit of work though anyway i repeated the tube process making another one but a different shape and longer than the first set
anywya you need a fairly desnce mesh so use alot of divsion in your curve in lightwave go to option and set curve to fine then lathe it
anywa then jitter ( hmm randomise the location) of the points by small amount it likk look like hell after this but then use a sub d surfacing onit - think this iscalled mesh smooth in max
oh thesecond set os dual tubing is a different surface from teh first
no basically on the first one set tranpaeerncy to about 60% and give it a light grey colour give it some edge transparency set the refractive index to about fall off with the weight map so it should be 1 at the end ie no effect and at the front i gave it RF of 1.1 you might want this slightly different thoguh upto you
the outer tube has refractive index of 1 all along it but is otehr wise the same as the first one (first one should use the weight map for atransparency fall off to 100% aswell)
anyway then make a basic hall and dump the bullets in and go for it
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hmm the secrets of post process hmmmmmm oh ok its just a small secret
take the image dupicate the background layer increase the contrast but i think i used about 30% then add a guasssian blur of well 6.0 works quite well then drop that layer transparency down try 30% jsutplay witht ehsetting till it looks cool flatten then save =) bang
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hollowpoints , why u dirty bastard :D
they should ban those things, theyre sick. go in the size of a coin, come out the size of a tennis ball, at least
oh, and AMAZING :yes: :yes: :yes:
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W00T! :D:yes:
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That's very nice! :eek2::yes:
Even if bullet wouldn't look like that in slowed time...
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That's really awesome KillMeNow, kudos! But what did you need to do in PS to touch it up?
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i explained the photoshop touch up above =)