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Rareden

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Heh, okay, it's absolutely understandable that SQUAD would be protective of the likenesses of the kerbals, now that I've seen these:

http://www.cafepress.com/kerbalspaceprogram

http://www.shapeways.com/shops/kerbalspaceprogram?s=0#more-products

EDIT: Huh.. I thought the Shapeways models were plastic, not granular binding. Interesting.

Edited by Deadweasel
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Fiiiine... I'll think of my favorite.

But first. Rareden. New Nassault video. AMAZING <Fluffy Bunnies> JOB ON THE LAUNCH SCENE, MY GOD IT WAS SO BEAUTIFUL IT SENT MY JAW THROUGH THE EARTH. I wish real life was that beautiful and realistic... oh wait... not, not realistic... just beautiful... :P

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Fiiiine... I'll think of my favorite.

But first. Rareden. New Nassault video. AMAZING <Fluffy Bunnies> JOB ON THE LAUNCH SCENE, MY GOD IT WAS SO BEAUTIFUL IT SENT MY JAW THROUGH THE EARTH. I wish real life was that beautiful and realistic... oh wait... not, not realistic... just beautiful... :P

real life is far more beautiful than anything i could ever make

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real life is far more beautiful than anything i could ever make

EDIT: okay, i made i kind of mean joke, and i thought better of it, and i'm removing it.

So hey.

I made a better scene for my ball.

He's happier now.

pPOaijW.png

Also. could you give me some creative input?

Here's a 3D character i'm working on.

9Lr6Vcy.png

For some reason, i can't get the textures on the cloth right. it either looks like he's wearing a knitted sweater, or an outfit that has a bunch of stripes.

Any suggestions?

Edited by rewdew2
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EDIT: okay, i made i kind of mean joke, and i thought better of it, and i'm removing it.

So hey.

I made a better scene for my ball.

He's happier now.

Also. could you give me some creative input?

Here's a 3D character i'm working on.

9Lr6Vcy.png

For some reason, i can't get the textures on the cloth right. it either looks like he's wearing a knitted sweater, or an outfit that has a bunch of stripes.

Any suggestions?

you may need to use a different clothing texture, for something like that i presume he would be wearing cotton or synthetic clothing rather than a sweater, and i dont know if blender has this or not, but using Fresnel reflections on a low setting will get you a nice cloth material

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you may need to use a different clothing texture, for something like that i presume he would be wearing cotton or synthetic clothing rather than a sweater, and i dont know if blender has this or not, but using Fresnel reflections on a low setting will get you a nice cloth material

but... why would cloth be reflective?

Can you give me an example of what that might look like?

Edited by rewdew2
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<img snips>

No. i mean a sample of fresnel reflections in maya.

Also, here's the basic description of blender's secular shading system.

It controls how shiny an object is. (not like reflections)

intensity: How bright the shine is.

Hardness: The size of the shiny.

High intensity(value:1) and high hardness(value:300) would give you a shiny like glass.

A low hardness (Value:10) and a low Intensity (value:0.005) would give you a very large, and light shiny. Like a Vinyl floor.

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No. i mean a sample of fresnel reflections in maya.

Also, here's the basic description of blender's secular shading system.

It controls how shiny an object is. (not like reflections)

intensity: How bright the shine is.

Hardness: The size of the shiny.

High intensity(value:1) and high hardness(value:300) would give you a shiny like glass.

A low hardness (Value:10) and a low Intensity (value:0.005) would give you a very large, and light shiny. Like a Vinyl floor.

Oh, I see. Sorry, didn't realize it was necessarily specific to an application; I thought it was a more a general "how it do?" question. :D

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No. i mean a sample of fresnel reflections in maya.

Also, here's the basic description of blender's secular shading system.

It controls how shiny an object is. (not like reflections)

intensity: How bright the shine is.

Hardness: The size of the shiny.

High intensity(value:1) and high hardness(value:300) would give you a shiny like glass.

A low hardness (Value:10) and a low Intensity (value:0.005) would give you a very large, and light shiny. Like a Vinyl floor.

really? that's all blender has? does it have a index of refraction setting or anything?

and those pics deadweasel linked are good examples of it, every surface reflects light, the glossiness just determines how sharp the reflection will be, like looking at chrome metal and seeing a reflection of your self then looking at galvanized metal, its still has a specular highlight just the reflection of yourself is being diffused in all directions rather than being bounced back to your eye.

Edited by Rareden
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really? that's all blender has? does it have a index of refraction setting or anything?

and those pics deadweasel linked are good examples of it, every surface reflects light, the glossiness just determines how sharp the reflection will be, like looking at chrome metal and seeing a reflection of your self then looking at galvanized metal, its still has a specular highlight just the reflection of yourself is being diffused in all directions rather than being bounced back to your eye.

Well actually, the 'reflections' are in a different panel setting.

Where you can adjust the mirroring, gloss, Fresnel, and depth (how many times the mirror will reflect other mirorrs)

The mirroring is the general control.

the lower the glass value gets, the more foggy the mirroring appears.

the Fresnel moves the receptivity to just the edges of the mesh

So you could have a mirror setting of almost full (value:0.9) and an almost full gloss (0.9 as well) and set the object to a copper brown, the render might look like it's made of a somewhat polished copper.

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I got permission from them, but i can only sell ones that dont feature a kerbal or have any identifiers in the name and such

Awesome! I'll be throwing down on one or two of these, though after the holidays have passed. The wallet is currently sobbing for mercy under the crushing demand of so many gift purchases. ;.;

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