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SuPa-'s Model Gallery

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Considering how it's around 23k polys :p

Here's my newest (WIP) creation, based off this concept

kobold.jpg


 

Deleted member 126647

D

Deleted member 126647

What are you using? This latest model is very nice in my opinion.
 
Level 21
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Some stuff I did in 3ds Max

Rendered it in Rhino because the 3ds Max render didn't look good (I suck at rendering in it)



An armored, soft-bellied fish... thing with a weird gem-like eye

Made the front fins

It actually looks kind've like some weird seal-like creature

 
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TDR

TDR

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ok, man, what you're doing is a perversion: modeling in max and import it to rihno just to render it when 3ds max has the mighty mental ray renderer on it's side.
So I'm going to show you a quick way to get the same results you like so much in max:
First of all, set the render engine to mental ray from the main rendering menu (F10) under the Assign Renderer rollout:
attachment.php

Then create a plane under your model. If you don't want the plane to be visible to the final render, right-click on it and go to its properties. From there, uncheck only "visible to camera".
Now open the material editor and assign an Ambient/Reflective Occlusion (base) shader in the diffuse slot of a material (click on the square next to the Diffuse parameter to open up the material/map browser). Then set the Self Illumination to something like 60 or above:
http://www.hiveworkshop.com/forums/attachment.php?attachmentid=20974&stc=1&d=1200707245
Now select everything in your scene and assign that material to them. Now hit render and you'll get something like this:
attachment.php

There you go.
 

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Level 21
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Mar 18, 2007
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Weird... It just randomly started working o_O. Sorry for the trouble >.<, and thanks for the help

And I know you have no interest in stealing my stuff lol

Here's a picture. How do I turn down/up the grain?

attachment.php


(I just noticed the way you, as well as a lot of people on wc3c show their images and I thought it a good idea)

Wireframe

attachment.php
 

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TDR

TDR

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ha! nice to see it works now.
to make it less grainy increase the samples from the ambient occlusion shader. The default is 16. I think something around 512 or 1024 would be best but the more samples, the longer the rendering time.
 
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