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#11 (permalink) |
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Game-Artist.net Staff
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I agree, the quality doesnt look anywhere near as good as GIJoe can create, it doesnt really do justice to the effort you put into making the tutorial
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www.benjaminclark.net |
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#12 (permalink) | |
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Senior Artist
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Quote:
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#16 (permalink) | |
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New Artist
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Quote:
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#18 (permalink) |
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Senior Artist
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Bloody hell, sorry guys I clean forgot about this. In answer to your question, yes I have got a clay tute for XSI, its quite elongated, so I might not be able to fit it in the first post.
I'll start putting stuff together when I get home from work. Sorry guys, I'll get to it. ![]() |
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#19 (permalink) |
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Artist
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never used this lighttracer stuff in max.
But mentalray delivers also quite good results and if you know what you´re doing you can cut the rendertimes down alot (especially in max9) so if anyone is interested i can post a quick tut on how to do clay renders with mental ray in max9 (and since it is mentalray it should translate to xsi quite good) Last edited by Pacer; 08-02-2007 at 12:23 PM. |
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#20 (permalink) |
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Senior Artist
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Personally I feel a simple ambient occlusion is enough to achieve a clay-like effect in XSI.
All you have to do is select all the objects, and create a new group (as the group's material will override the materials of its members). With the group still selected, give it a new material (doesn't matter if it is phong, lambert, etc). Then open the render tree (7) for the group, and bring in an ambient occlusion node (Nodes> Illumination>Ambient Occlusion), and connect it to the material's surface. You can adjust the AO node's properties from there (increasing the samples is recommended for a much smoother look, but otherwise I left the colors and the spread at their default values - you can play around with those if you want to control the look a bit more). ![]() An an example with different spread/distance values: ![]() Last edited by Cryrid; 08-06-2007 at 02:26 PM. |
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