Topic awaiting preservation: Syringe (Page 1 of 1) |
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Paranoid (IV) Inmate From: Yes |
posted 03-13-2002 07:25
This is my 2nd complex model, (Complex to me anyhow) It's an insulin syringe, the bottle and cap come next. This is also my first try at global illumination. I'm not too happy with the shadows but It took forever just to get rid of the artifacts. The materials are kinda crappy too. Also needs an imagemap... gee.. looks like I'm FAR from finished with this one. Any critiques are welcome! |
Maniac (V) Mad Scientist From: Long Island, NY |
posted 03-13-2002 08:04
Actually it looks good so far. |
Paranoid (IV) Inmate From: Yes |
posted 03-13-2002 08:24
Believe it or not I used POVray. Once you get past theinitial steep learning curve it gets real easy. Its free and the results are amazing (as long as you're patient |
Paranoid (IV) Inmate From: Kansas City, MO USA |
posted 03-13-2002 21:05
Hey looks nice. But if I may sugest a thing or two. 1) frost the syringe... Most are a milky clear plastic. This one looks very clear. 2) put some blue fluid in the syringe... and add a drop of stuff hanging off the needle. Both of those changes will make the image more interesting. |
Paranoid (IV) Inmate From: Yes |
posted 03-13-2002 23:11
I agree that the syringe needs to look hazier, I'm just not sure exactly how to do it. I think its called sub surface scattering and I need to use and interior media. I've never touched media before so I've got a lil bit of reading to do first. Next I'm gonna make a lathe bottle full of insulin. |
Paranoid (IV) Mad Scientist From: Omicron Persei 8 |
posted 03-14-2002 00:23
SOURCES! |
Lunatic (VI) Mad Scientist From: Massachusetts, USA |
posted 03-14-2002 02:00
Nice modelling. Certainly if you want that milky effect of transparent solidity, you'll need scattering media. Honestly, if you're going to start working with media, I suggest you start with a different image, with more simple container objects (like a sphere). You'll probably run into a lot of problems, and the simpler the objects you're working with, the easier it will be to catch your mistakes. |
Maniac (V) Inmate From: soon to be "the land down under" |
posted 03-14-2002 02:08
Did you take the link down? Because I keep getting a 404 error. |
Paranoid (IV) Inmate From: Yes |
posted 03-15-2002 04:29
Hmm, should work. i'll try to upload a new version later. I'm really havin' some troubles with subsurface scattering so it might take some time. |
Paranoid (IV) Inmate From: Yes |
posted 03-16-2002 03:09
http://akasha.y0ru.net:8080/~schitzo/misc/insulin3.png YAY! I think I'm done! Global illumination is cool, but its not easy when the majority of the object is transparent I took it out and put in an area light instead. |
Lunatic (VI) Mad Scientist From: Massachusetts, USA |
posted 03-16-2002 03:17
Much more realistic. The area light needs more points and less jittering, though (the shadows look very fuzzy). Also increase the resolution of your image map, it looks a bit blurry. |
Paranoid (IV) Inmate From: Yes |
posted 03-16-2002 04:33
Thanks Silme. I just upped it from 2x2 to 5x5 and changed the rez to 1600x1200 (before cropping). I overwrote the last file so it's in the same place. |
Lunatic (VI) Mad Scientist From: the Psychiatric Ward |
posted 03-16-2002 04:57
ooh yea yah! iz perfect man! iz way to clean! Flop it inta PS and dirty it up! |
Lunatic (VI) Mad Scientist From: Massachusetts, USA |
posted 03-16-2002 23:11
From 2x2 to 5x5? Hah! My more recent area lights are 17x17. I rarely go lower than 7x7, although now I tend to use 9x9 since 7x7 isn't easily adapted (if you're using adaption, which is a good idea). |
Maniac (V) Mad Scientist From: Mi, USA |
posted 03-16-2002 23:21
not being a 3d'er myself, I just wandered in and thought I would say your syringe looks exellent Schitzo! very impressive |
Paranoid (IV) Mad Scientist From: Houston, TX, USA |
posted 03-18-2002 08:57
it's looking nice, but still looks fake because your edges are sharp and aren't catching any kind of reflection/highlight. NOTHING (save maybe a blade or something) has a truly sharp edge, everything is beveled to some extent. that bevel is what light catches to highlight the edges of an object, thus giving it depth. try it and soften that shadow a bit and you'll be getting towards photoreal... |