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Richard 1,943 posts
hey guys, i just modeled my ashtray, an oportunity for me to get back to texturing.
took me about an hour to do this, it's rendered in scanline ( about 20 seconds per frame)
ps: (the textures are handmade in photoshop)
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hype 2,964 posts
nice rich! that painted texture really helps it look like ceramic!
my main crit would be that it's too perfect. ceramic things tend to have little bumps and things in the glaze. hmmm, thats not a good explanation. hold on a second...
here:
http://www.ceramicart.com.au/gallery/pe ... terson.htm
http://www.freeformsusa.com/ceramics/bang/2globel.jpg
those are what i'm talking about. see the imperfections in the speculars?
still, great little ashtray!
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Richard 1,943 posts
i tried what you said hype... is that better?
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hype 2,964 posts
hahaha, you nailed it! sweet!
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Richard 1,943 posts
yay, i remembered how to do Dof with the zdepth pass
thx for the crits hype.
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whaaabamb 615 posts
wow bud thats looking really nice Hype got the crit right looks even better after messing with the reflection a bit!!
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Richard 1,943 posts
thx dude, and yea thx hype too
in case you guys want to see, here you go
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zachm 1,230 posts
really nice work man, great job on the depth of field, thats one that usually makes or breaks a render! Looks really great. You should composite it into a photo, and see how well you can match it up!
-Z
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Richard 1,943 posts
haha , you guessed it, that's why i made it, i'll do some camera matching and make my asstray fly and smash.in my room
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JayG 1,164 posts
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ALi 608 posts
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ivanisavich 4,196 posts
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Richard 1,943 posts
wow, look at all them messages, well thank you guys... nop these are not palm trees, i don't even know what they are actualy, it's comming from the hdri map
yea thx T, just noticed it too now

, i'll take care of it when i'll have a minute
here are renders on the broken ashtray.
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ivanisavich 4,196 posts
Wow! That's cool...how'd you go about breaking it up like that?
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Richard 1,943 posts
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zachm 1,230 posts
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Master_Blaster 43 posts
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Richard 1,943 posts
Master_Blaster, it has small peices cause it was thrown on a wall at very high speed, that's why there are small peices, we'll see how this looks in lave action
thx for the crits again.
right now i am working on my website, so i don't think there will be any updates on this until next week cause i am going skiing
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Master_Blaster 43 posts
No...i understand why there are small pieces...i was talking about thei shape..wich is unlikely to happen in real life however you throw it. But this things don t get observed in a quick smash with motion blur.
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hype 2,964 posts
wow, really cool, Richard! Did you mean Rivendale's fracture script? cuz that thing rocks!
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Richard 1,943 posts
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hype 2,964 posts
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Richard 1,943 posts
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quinn paynter 356 posts
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Richard 1,943 posts
well render your zdepth save it as a tga (or whatever you want to, jpg is fine)
now that you have both your render and the zdepth, open photoshop up, do a ctrl+a then ctrl+c on the zdepth one.
next you have to go on the rendered image and go in it's channels. you should have 4 allready (RGB, red, green and blue) in there create a new chanel and rename it "DOF" then do a ctrl+v now you should have the zdepth in the dof channel of the rendered image.once that is done, remeber to click back on the RGB channel
if you are still following me,
all you need to do now is go in filter>blur>lens blur.
it should open a new window. on the right of that window, make shure to change the depth map source to DOF.
almost there,
well now it's just a matter of changing the settings then just click ok and save.
that's a way to do it for stills if you wanna do it for a video you can do it in after effects, it is not done the exact same way, but it is very similar.
anyhow, i hope this helps, if you have any trouble just ask the community cause i will be away for the week. i am pretty shure somebody will show you how to do it.
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quinn paynter 356 posts
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Cameron 2,374 posts
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?@m 41 posts