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MXI Forx here w/1.2.2(HDR)

Posted: Thu Jun 30, 2005 6:00 pm
by tom
P426HT1GBRAM1H11SL@1280X854CCWLCMTHX:)
Image

Posted: Thu Jun 30, 2005 6:07 pm
by oscarMaxwell
nice :)

Posted: Thu Jun 30, 2005 6:10 pm
by GM5
Tom,

Forking nice image!

Are the jaggies on the top left fork from jpg compression?

-Greg

Posted: Thu Jun 30, 2005 6:19 pm
by 4 HeRo
Forking hell Tom very nice :D

Posted: Thu Jun 30, 2005 6:28 pm
by djflod
:shock: "what the fork" :shock:

Great Tom these look really forking good :D

Posted: Thu Jun 30, 2005 6:32 pm
by devista
:!: where are the sardines :wink:

Posted: Thu Jun 30, 2005 6:40 pm
by haiti
nice work tom

Posted: Thu Jun 30, 2005 6:44 pm
by Maximus3D
Please don't hit me for saying what i think now, but i will be honest. I don't think they're that remarkable and amazing. Models lack detail, antialiasing is poor, reflections are ok, only the dof and shadows is what i like about it.

You done better renderings than this Tom.

/ Max

Posted: Thu Jun 30, 2005 6:47 pm
by jomaga
Very nice, Tom

Aluminium? Silver?
1 - 0,10 roughness, 2 - 0,6 roughness??
Very precise modeling (look at the bright part)

Posted: Thu Jun 30, 2005 6:52 pm
by jotero
very nice tom :)

Posted: Thu Jun 30, 2005 7:05 pm
by mane162
very nice tom!!!congratulations :D

mane162

Posted: Thu Jun 30, 2005 7:25 pm
by abgrafx3d
very nice forks tom :D

Posted: Thu Jun 30, 2005 7:39 pm
by mverta
Nice, Tom...

I, too, would like to know what's going on with the jaggies on the sides of the tongs. It looks like you've used a uv roughness map to make the handles rougher than the tongs. Is this a mapping artifact?

_Mike

Posted: Thu Jun 30, 2005 9:01 pm
by andronikos916
nice tom! very very nice!

...but can you make and a rusted / scratch / discusting version for your old friend! :lol:

cy,
Andron

Posted: Thu Jun 30, 2005 9:17 pm
by Mihai
Nice light as usual, judging from the reflections where the fork.....forks, you have heavy subdivision pinching. Try adding a line on the perimeter of the fork so they look a bit more solid, and clean up the geometry in the middle.