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July 20th, 2005, 07:44 PM
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#31
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Warrior
Join Date: Aug 2003
Posts: 139
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Just to show a comparison of the original Raider, and the one with the Radiosity access map added into its texturing, compare the following:
Original:
With Radiosity in the mapping:
You can see the darkening between the engines, engine louvers, and weapon hardpoints. And you can also see that I have some alignment issues with this map
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July 20th, 2005, 08:02 PM
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#32
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Email Unconfirmed
Join Date: Jul 2005
Location: MT. Doom
Posts: 274
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Huge difference . . . the diffuse level is better . . .
yep I like that, I will have to try it on my LOTR scene . . .
3d
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July 21st, 2005, 08:49 AM
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#33
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Retired or am I?
| Special Effects Artist | | Battlestar Galactica 2003 | | CoFounder | | Colonial Fleets |
Join Date: Dec 2000
Location: Minnesota
Posts: 2,527
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Best way to do it is break up the maps.
Hide the details when you render on seperate layers. Then combine them in the end. It will help elimate some of the problems with adjusting the fit of the maps. I really like the looks of a rad render. More realistic. Some artist's say it's a cop out when you do it this way. Some figure texturning is an expression of artistic endevour. I personally hate it since it takes to much time. Rad renders speed up the process and that's what i'm looking for.
Nice job RJ.
__________________
www.colonialfleets.com
THE ART OF GALACTICA!
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August 15th, 2005, 11:05 PM
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#34
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Warrior
Join Date: Aug 2005
Location: Vancouver Canada
Posts: 263
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Great details on this fighter! Fine piece of modeling.
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September 1st, 2005, 06:41 PM
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#35
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Guest
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Quote:
Originally Posted by Fragmentary
Ironic isn't it, that the most realistic lighting is also the most unforgiving for models, both real and digital.
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the most realistic would be a point light with a nice bit of radiosity, and a few dozen low intensity distance lights, but that might be a bit more unforgiving to your cpu
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September 1st, 2005, 09:53 PM
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#36
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Warrior
Join Date: Aug 2003
Posts: 139
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Quote:
Originally Posted by ff_a_r8hrefefef
the most realistic would be a point light with a nice bit of radiosity, and a few dozen low intensity distance lights, but that might be a bit more unforgiving to your cpu
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You might be able to simulate something similar to that without the render hit using HDRI. I haven't even cracked open LW's HDRI toolkit--there's a lot of other parts of Lightwave that I haven't used yet.
In animation, CPU cycles are more precious than gold, and cheating to save CPU cycles is highly encouraged. Of course, if you can't cheat--add a render farm.
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September 1st, 2005, 09:56 PM
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#37
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Warrior
Join Date: Aug 2005
Location: Vancouver Canada
Posts: 263
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Give Imageworld a try with a nice HDRI and I think you'll like the results!
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September 7th, 2005, 12:37 PM
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#38
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Shuttle Pilot
Join Date: Sep 2005
Posts: 9
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niiice
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September 16th, 2005, 02:42 AM
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#39
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Shuttle Pilot
Join Date: Sep 2005
Posts: 7
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them model looks very good!
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September 21st, 2005, 04:54 PM
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#40
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Bad Email Address
Join Date: Sep 2005
Posts: 6
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Quote:
Originally Posted by rjandron
Just to show a comparison of the original Raider, and the one with the Radiosity access map added into its texturing, compare the following:
Original:
With Radiosity in the mapping:
You can see the darkening between the engines, engine louvers, and weapon hardpoints. And you can also see that I have some alignment issues with this map
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C00l!
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