Mark's Ships
 1-7  8-27  28-33

Previous
Next
 From:  Mark Brown (MABROWN)
4184.28 In reply to 4184.24 
Paq, sorry to read on your page that your employer shut up shop. It will be somebody's lucky day to snap you up. I've always thought the work you've shown here is something special. The gallery on your blog page is incredible! You are a seriously talented 3D artist.

Thanks to both you and Jim and everyone who has commented so kindly about these models. I'll finish all this off with some Simlab renders of Yarra in a day or two. Then I think I'll take a break from modelling to do some coding. I'm a terrible programmer but I find it relaxing....

---
Mark
http://www.homepages.ihug.com.au/~mabrown/index.html

  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Mark Brown (MABROWN)
4184.29 In reply to 4184.23 
Hi Michael,

Yes, the low polygon budget was a real challenge. I don't know exactly why they set such a low target, which in the end I failed to achieve. Some of the battles they want to simulate had quite a lot of ships involved so perhaps the number of models on screen plus the need to simulate the ocean, smoke etc was a factor in that. One would hope though that the Navy has a fair bit of rendering power at its disposal!

---
Mark
http://www.homepages.ihug.com.au/~mabrown/index.html

  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  omac12
4184.30 
Hi Mark,
It looks like using your dielectric material and both textures came out really realistic. I'm very glad you could use them. I think your renders are always awesome, and I'm flattered that I could contribute something that you could use. I'll have a think on how best to do stormy North Atlantic. Were you able to use the height map for displacement?

So basically you would need one or two layers for color channels (or maybe three because of the whitecaps) and a height map for displacement?

Al

EDIT: I went ahead and removed the textures since you have them already.

EDITED: 18 Apr 2011 by OMAC12

  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  stevey3d
4184.31 
Your models are an inspiration Mark!
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  andy (ANDYJAGGY)
4184.32 
Fantastic models, I can tell you are very passionate about these boats. Ships. :)

I am curious as to how Moi handled such detailed objects. I haven't been sure if it's my particular machine or not but Moi get's pretty bogged down with things even half as complex as these for me.

Did you model them all in one file or did you break them up into separate files?
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
 From:  Frenchy Pilou (PILOU)
4184.33 
I am interested for the methods for the Hull with Moi
http://moi3d.com/forum/messages.php?webtag=MOI&msg=4222.1
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged
 

Reply to All Reply to All

 

 
 
Show messages:  1-7  8-27  28-33