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adaminator1
12-29-2008, 08:04 PM
Here is where i will post my latest experiments with lightwave, including videos and pictures. I Have several renders here to show you, even though they were done a few months back, and are nothing compared to the likes of what I am achieving now.



Videos:



Test Compilation #1 (No, this does not contain videos which i had already posted ;)) (http://www.youtube.com/watch?v=Hu7aHOQUXX8)
Snow Piling Test (http://www.youtube.com/watch?v=7yT9BOhOcrg)
Hypervoxel Explosion Test V1.0 (I cant freakin beleive this has 2,603 views...) (http://www.youtube.com/watch?v=mAmySSWWHVg)
Hypervoxel Explosion Test V2.0+HardFX (http://www.youtube.com/watch?v=3uos4AzAIT8)
Agent Gun Firing Test (http://www.youtube.com/watch?v=CT5yEjGSZ_Y)
Double-Sided-Spear Thingy test (http://www.youtube.com/watch?v=PnECPaP5dms)
FiberFX Test (http://www.youtube.com/watch?v=WVdHqwOTex0)
Endomorph Test on a really old head modeling attempt (http://www.youtube.com/watch?v=6_JBqzDDt4U)

Short Skits, and Full Episodes
Bonehead Short 01 (http://www.youtube.com/watch?v=8wDL5MuDzfU)
Doomschip Episode 01 (1of2) (http://www.youtube.com/watch?v=AUvLzfSTZxQ)
Doomschip Episode 01 (2of2) (http://www.youtube.com/watch?v=2JEMmZ_rgLY)
Doomschip Episode 02 (1of2) (http://www.youtube.com/watch?v=LY96_jrbdXQ)
Doomschip Episode 02 (2of2) (http://www.youtube.com/watch?v=rie_3pMsG2U)
Doomschip REMAKE Trailer (Remake of the previous episodes) MOST REECENT!!! (http://www.youtube.com/watch?v=qumy0Z6JZUQ)



Images:




The Trembler:

http://i38.tinypic.com/vwpfzm.jpg

Head Model Attempt #1 (Yes, it was cloned a few times in Layout. I'm not really happy with this though, which is why it was an 'attempt' ;):

http://i36.tinypic.com/dy4mtz.jpg

Cave Render - Anti-Aliasing Test 01:

http://i36.tinypic.com/5kn595.jpg

Gun Perspective Shots (Not really happy with the hand i put on these, it looks... Really, Really bad.):

http://i37.tinypic.com/4kuu55.jpg
http://i33.tinypic.com/2rnyo0z.jpg

Incomplete City Model Render Test (Ugh, i lost the .obj file when i lost my Portable Harddrive... :():

http://i33.tinypic.com/2mmww3k.jpg



Will update when i have more to post, would appreciate any comments greatly ;)

adamredwoods
01-01-2009, 03:47 PM
My quick comments:
- try to create softer shadows. hard shadows are early 90's CG. Try using a large area light.
- textures are too procedural-like. try reducing the LAYER OPACITY or SCALE so it's less discernible. Or for even better results, bake ambient occlusion into your surfaces.

biliousfrog
01-02-2009, 11:54 AM
Perhaps a better place to post is the WIP section?

geothefaust
01-02-2009, 12:59 PM
I'm not saying this to be mean, but to help you out. So that said, brace yourself. I'm only going to talk about your organic model. I wont even touch the rest of the stuff...

Could you post a wireframe of your character head? From what I can tell with the shot you supplied, it looks grossly disproportionate. There is a lot of pinching and bad modeling all over the mesh. The nose looks too thin, the eyes are too far set in the head, the lips are bad, the chin... Not right. All in all, the organic mesh looks pretty bad.

I would recommend first, to quote the great oDDity, studying a bit of anatomy. It doesn't appear that you used a reference for your model. Definitely use a reference, whether it's a photo or sketch that you drew prior. You'll notice the quality of your models go up drastically doing so.

I noticed in another thread that you said you don't draw well. That's probably why you can't model well. I would spend a lot of time observing the human face and body. Take some time out of your day to draw. at least 30 minutes. It wont kill you and, hell, you might even enjoy it. You'll notice as time goes on just how much this will help you in modeling or sculpting. Take a little time to enhance your traditional art skills, and in turn it will enhance your 3D skills. Secondly, pick up some books. Drawing books. Anatomy books. Whatever you can find that has great reference. I have a copy of The Anatomy Coloring Book (http://www.powells.com/cgi-bin/biblio?inkey=1-9780805350869-0) that I thought was useful.
I also found THIS BOOK (http://www.powells.com/cgi-bin/biblio?inkey=1-9780823003037-4) helpful. Dig around, you'll find things that will help you and suit your particular needs.

Also check out the site, Pose Maniacs (http://www.posemaniacs.com/).



Take a break from 3D, do more tradition art forms. When you come back, spend some time learning how to model properly. Watch some training videos for this. Then perhaps work a small project of your own, but remember... ALWAYS have reference for your organic models. Whether it's something you drew or photographed.


EDIT: Also when showing your work, don't hide details with shadows. Make sure the scene is well lit, and also show your wires. It'll make it much easier to comment and critique.

3DGFXStudios
01-02-2009, 01:46 PM
Did you use lightwave 5.6?

adaminator1
01-03-2009, 02:07 PM
Did you use lightwave 5.6?

I dont know whether to see this as an insult (does 5.6 have dynamics, or hypervoxels? Don't think so.) or an honest to god question. No offense intended.

No. I used 9.5. The only reason why I suck so much is because I've had no tutors, and everything I know now is self-taught from the internet ;)

And believe me, self-teaching is hard.

Revanto
01-03-2009, 05:18 PM
Self-teaching isn't hard, it can just be long depending on how mentally capable you are as one who can be self taught. If you want to learn better, you need to:

A) use reference more (And I mean REALLY use it. Don't just look at it and say "yeah, that's how it's done". Trace things, do critical comparisons between your work and the reference image or object, etc.... Just make total use of reference items.)

B) Really compare your work to reference material. Focus on one specific spot and change it so it looks right.

C) Use relations/proportions between your model and reference materials to improve your work. This means to look at your work side by side to reference material then flick your eyes between them paying attention how one feature relates to the other EG the distance between the nose and the mouth, the width of the chin compared to a reference point to the eyes, etc.... So rather than focus on the general look of your model, focus on one part and compare.

D) Create a rough low resolution model as your own reference. Sometimes it is easier to create a lo res version of what you want to create so that the higher resolution model will be easier to create. You don't even have to have a single mesh. You can break up parts of the model however you want because it's just reference. Also, there is no shame in use models from another programs as reference to help you model your own. Try MakeHuman. That's not a bad place to start.

A good artist is one that makes their own rules to get the result that they want. The great art masters use to 'cheat' to get the results that they wanted. They still worked hard but they had an easier time by using the tools and techniques that they found or learned.

Hope this puts things in a bit of perspective for you.

Cheers,
Revanto :p

geothefaust
01-04-2009, 10:39 PM
No offense, but that's not a very good cover. I'm entirely self taught as well. I didn't think it was hard. It just takes a little time and effort.

Revanto is right, use reference. If you don't, you'll definitely pay for it with a bad piece of work that you wont like.

kevman3d
03-01-2009, 12:35 AM
No offense, but that's not a very good cover. I'm entirely self taught as well. I didn't think it was hard. It just takes a little time and effort.

Revanto is right, use reference. If you don't, you'll definitely pay for it with a bad piece of work that you wont like.

:i_agree:

Totally agree... I'm also completely self-taught. Like geothefaust, no offense intended with this post, but there's a saying "Don't make excuses for bad art" that applies here. When someone critiques your work, take it on board as constructive advice and use it to grow and improve, rather then saying Its not my fault because....

This is one thing (along with several others) that's kept me working with LW - The helpfulness and supportive community behind it! :) People are always more then happy to help others improve and grow. Always remember we're just offering you advice, not telling you what we personally think of you... :D

Anyway... I'd also suggest that reference should be for everything, not just organics. If you want to design a spaceship, gun, or any other object - Go to google, do a search and collect as many images as you can to get ideas from. Understand what it is you plan on making before you make it...

As for your textures - Definitely think outside the basic settings and procedurals that appear to be what you're doing (your images all have that 'made with lightwave default settings' appearance).

Create image-based textures (using your collected reference materials as a guide) and look at how applying different textures to different attributes of a surface can create great looking objects. Think about tweaking the default values - Diffuse < 100% for instance (always the first place I start) to prevent unrealistic burn-out when lit by strong lighting.

Using 9.5, also consider node-based surfacing. If you have the Essential LightWave 9 book (I recall you mentioned it in your other thread) then do check out the sections in here on surfacing and texturing... While you're at it, you should also check out the modeling chapters as they're full of good advice. :hey:

It's the best way you can grow as an artist by considering the ideas and feedback you're given. Just keep going and growing! Its always great to see people using LW, no matter what the skill level... :thumbsup:

Sensei
03-01-2009, 08:27 AM
And believe me, self-teaching is hard.

I have learned everything from self teaching.. ;)

Costanel
03-01-2009, 10:28 AM
Me too, it's just a question of trying, failing and updating your skills. :D

In your case it looks like you often start wrong, and try to fix everything later. A better setup is to first make a simple plan, and work from it.
Remember: poly's are easier to add than to remove.

And check your surroundings, look at everything and look at details, shapes etc. You can quickly learn to model/render if you look right.

A good starting point for me were the Essential Lightwave and Inside Lightwave books. Very much recommended.

And post individual renders, the community here often gives great feedback. :thumbsup:
(haven't posted anything myself in a while though)

Good luck!

*Pete*
03-01-2009, 11:58 AM
well...selftaught or not, there is always more to learn.

without commenting your images in detail, one things strikes me quite obviously...you have more desire than knowledge..note that i do not use the word "Talent" as it is often misleading...talent can be learned and taught, just as anything else, but the word itself sounds like it would be something you would be born with.

anyway...what is the problem in your case, and what makes the images so newbie'ish, is that you do not seem to have the knowledge (yet) that is required for making pretty images.

some of your modells would need to be in subd's, others would need more smoothing along the edges, all images would need a more intresting backround and better textures.

you would also need some improved lighting...do not take it as an offence when i suggest you to post more frequently on the WIP forums, you will improve much faster that way.

Psyhke
03-01-2009, 02:53 PM
While the images left me scratching my head, I was impressed by the fact that you actually made those little episodic stories. What you're lacking in knowledge of the tools, you're making up for with gumption. You can't underestimate the value of that. Keep going!