Author Topic: Test stuff for an animation  (Read 1859 times)

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Offline aldo_14

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Test stuff for an animation






This is some stuff for an animation I'm doing for uni (the first excuse I've ever had to actually do some MAX work which means something.....).  This is actually from 2 sections of it, one of which I just rendered (taking 3 hours, natch).  Landscape is a simple NURBs with a displace modifier, the water is a NURBs plane with an animated wave effect (which looks neat when animated.  Fighters are pretty much and FS model, except the cockpit canopy's been ripped of and had a bunch of HUDs & a pilot shoved in, plus theres some underwing missiles which ar epretty high poly.

 

Offline Galemp

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Test stuff for an animation
You should definitely get a better gradation on that landscape. I suggest applying a gradient map.

How'd you do the water? It could be very nice for my upcoming architecture project. ;7
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Offline vyper

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Test stuff for an animation
:eek2:  Very nice! (I'd make the clouds seem deeper.)
Is this for Interactive Multimedia (or Strathy's equivelant specialist stream!)?
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Offline aldo_14

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Test stuff for an animation
Quote
Originally posted by vyper
:eek2:  Very nice! (I'd make the clouds seem deeper.)
Is this for Interactive Multimedia (or Strathy's equivelant specialist stream!)?


Graphics.... the general gist was 'do something neat in 3D with a landscape'.  Figured I'd rather do this than actually program a 3D thing in Java, simply because this is easier and more fun.  Although this is pretty far outside what was expected.....

Quote
Originally posted by GalacticEmperor
You should definitely get a better gradation on that landscape. I suggest applying a gradient map.

How'd you do the water? It could be very nice for my upcoming architecture project. ;7


Um, yeah... I've had some problems with that whole, tthing partly due to the optimization (jaggy edges), it's also hard ot get a decent map done.  might switch to using a proper topological photo, although I need to 'dress' the landscape with trees, et al anyways.

The water's a NURBs plane, 'bout 12*12 divisions, with the 'water' material (& raytrace reflection).  I applied and animated a 'wave' modifier.  It looks pretty real in the animation, though it's lower res (600*300), which helps.

Reflections screwy on the fighters, though......

http://www.3dap.com/hlp/hosted/reciprocity/wipshots/rapier.jpg
« Last Edit: April 17, 2003, 05:31:26 pm by 181 »

 

Offline Ryx

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Test stuff for an animation
Aside from the landscape, I would have to say lighting. Most of these seem like they should be dayshots, so they're too dark.
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Offline Nico

  • Venom
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Test stuff for an animation
about what GE said: he's right tho in max you'll search for a falloff material. play with it, trust me you should be pleased ;) ( if you've seen my trailer, there's a scene with a plane being chased in a kind of canyon , mountains are mapped with fallof and a few sub layers of other procedurals ).
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