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Xtraverse
Stranded Fish
Posts: 533
(10/23/02 2:51 am)
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Berkeloid
NOTE: This is an updated pic, not the original.
Edited by: Flaose at: 10/26/02 10:41:02 pm
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Ilsoap
Flect
Posts: 493
(10/23/02 4:09 am)
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Fire
Fire's a very difficult effect to control in 3D.
I like his body and head a lot. The arms don't really seem to work for me, because fire never goes sideways, but I'm not sure exactly what you could do to fix that.
If you have any flame effects on the program you're using for 3D stuff, I'd recommend giving them a shot on him. If not, maybe try making a thick curved tube for the arm and giving that a fire texture.
Here's an extra challenge. Have one berkeloid holding a stick with a marshmallow over another berkeloid's head.
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MRC Marky
Vortininja
Posts: 188
(10/23/02 8:23 am)
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-
Did you also model out the background terrains? I haven't been able to make a shifting landscape with 3D Studio. Any recommendations?
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Xtraverse
Stranded Fish
Posts: 536
(10/23/02 11:30 am)
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..
I'll look around on one of the 3dstudio CDs I have, see if I got a fire plugin, otherwise, I'll try your idea with the tubes, I don't think my texture tiles right on tubes tho..I'll twink around.
MRC: For my landscape, I used a displacement modifier on a plane, using a bitmap. For my bitmap, I just used a graphix program to oblong/irregular shaped black to white gradients. For the shader, I just used a greenish noise and then a noise bumpmap.
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KeenRush
Garg
Posts: 1177
(10/24/02 4:34 pm)
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Re: ..
That's cool one. I like it.
Keened. |
Xtraverse
Stranded Fish
Posts: 537
(10/24/02 7:55 pm)
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Re: ..
I couldn't find a plugin, all I could find was a cd full of adds for $600 plugins.
IMO this picture looks worse then the first, but here it is:
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Flaose
Pooper, King of the Slugs
Posts: 379
(10/25/02 1:25 am)
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Re: ..
I think it looks much better
--------------------
Cerebral Cortex 314 - For All of your Commander Keen Needs. |
Scizor CT
Vortininja
Posts: 35
(10/25/02 2:24 am)
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Re: ..
Ahhh...better. I don't really like the transparency of it though.
VISIT!
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v
My Remixes
www.angelfire.com/musicals/slightlyoddguy/
[Edited by Cho'gall: Clickable link]
Edited by: chogall at: 10/25/02 10:24:35 am
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KeenEmpire
Keen's Empire
Posts: 442
(10/25/02 11:36 am)
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c
Concur. I think it'll also look more accurate if the head is filled with that fire and/or those fire "spikes" lead up to a point, instead of up and away in different directions. I have no idea how to do such a thing, though...
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Manboy
Vortininja
Posts: 36
(10/26/02 6:05 pm)
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Particles
Try using particles. Either a Particle Array with the berkeloid model set as the emitter (adjust the speed, particle life and add wind/gravity space warps to the particle array to sculpt it), or make a Particle cloud and set the berkeloid as the particle container (though I think this method tends to kill computers when the container has many faces). The particle type should be "facing". The material applied to the particles should have "Face map" ticked (up the top of the material's properties) and opacity should have a radial gradient map; white at the center, black at the edges so it gets transparent towards...the edges.
This is getting a bit long winded so I'll just skip to another way of making fire. Go to the create panel, then helpers, find "Atmospheric Apparatus" in the pull down menu, create any of the gizmos in the list. Try a sphere gizmo. Now go into rendering->environment. Under the Atmosphere section, click add, select combustion. Click "Pick Gizmo" and pick the sphere/cylinder/box gizmo you created. Render it and you've got fire. Adjust parameters like whether it's a fireball or tendril flame, it's density and size of the fire tendrils/puffs. You can stretch (non-uniform scale) and scale the gizmos (which contain the flame once picked) to your hearts content to make a flame in the shape you want.
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Manboy
Vortininja
Posts: 37
(10/26/02 6:41 pm)
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combustion
Sphere gizmos positioned:
And rendered:
All the gizmos have been picked into the same combustion effect: keep in mind you can create several combustion effects just by adding them in the "Atmosphere" section in the Environments menu. You can then choose which gizmos are associated with what combustion effect, and therefore have different effects going on in different gizmos (a blue flame with low density, for example).
Once you get this technique down you can focus on positioning and shaping the gizmos. This bunch of sphere gizmos took me a couple of minutes to cobble together. If you spent half an hour on it you could easily have it looking pretty swish.
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Killspy
Vortininja
Posts: 93
(10/26/02 7:05 pm)
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Re: Berkeloid
Xtraverse, do you have a webpage or online album with all your 3d pics?
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Xtraverse
Stranded Fish
Posts: 543
(10/26/02 7:10 pm)
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Re: Berkeloid
Would combustion work similarly? <EDIT>D'OH! I just noticed you were talking about combustion, stupid me.</EDIT>
Killspy: It isn't that recentley updated, but try here: www20.brinkster.com/xtrav...pindex.htm
Edited by: Xtraverse at: 10/26/02 7:49:23 pm
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Killspy
Vortininja
Posts: 95
(10/26/02 7:14 pm)
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Re: Berkeloid
Nice! I got an album like that online, but probably not as impressive, actually I dont really like the ones on my album.
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Xtraverse
Stranded Fish
Posts: 544
(10/26/02 7:43 pm)
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Re: Berkeloid
I updated it...it has some new stuff now.
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Xtraverse
Stranded Fish
Posts: 546
(10/26/02 8:27 pm)
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Re: Berkeloid
Ok..redid the berk completely with combustion (also at top):
fixed image - Flaose
Edited by: Flaose at: 10/26/02 10:40:13 pm
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Forge315
Grand Intellect
Posts: 1012
(10/27/02 4:24 am)
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.
Very good, that’s a whole lot better! *thumbs up*
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Scizor CT
Vortininja
Posts: 38
(10/27/02 4:59 am)
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Re: .
Very very nice. The eyes still bug me, but beggars can't be choosers, eh?
My Remixes!
http://www.angelfire.com/musicals/slightlyoddguy/ |