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Challenge 006 - The Chair [ARCHIVE] This is the archive for the sixth Sensei challenge entitled, "The Chair".

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Old 06-25-2007, 04:02 PM   #11 (permalink)
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When I look at this chair, the imperial march goes through my head. :P

Very nice details on the lettering and such, but as allready said, the headrest looks a little uncomfortable.
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Old 06-29-2007, 08:18 AM   #12 (permalink)
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This is to remind you that the Challenge closes tonight (29th June) at midnight CDT (GMT -6).

Please submit your final entry at the Submission Thread. If you already did you are free to ignore this message.

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Old 06-29-2007, 05:53 PM   #13 (permalink)
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Sorry but over a couple of days ago (my brother) got us a nice little trojan virus, which as it turns out is one of the more persistant ones out there. Long story short I still havent got all my programs back up and running yet includeing 3dsmax. If I get her rockin in time I might make a run for it though.

"There are no short cuts to any place worth going."

Current WIP:Transformer Blackout, Battlestar Cerberus (Revisiting) Battlestar Prometheus (Revisiting)
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Old 06-29-2007, 09:35 PM   #14 (permalink)
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Even though the challenge will end soon, as soon as I can get 3dsmax back up and running on my computer I want to finish this.

"There are no short cuts to any place worth going."

Current WIP:Transformer Blackout, Battlestar Cerberus (Revisiting) Battlestar Prometheus (Revisiting)
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Old 06-29-2007, 10:12 PM   #15 (permalink)
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Now that just says grand! Cool environment!

I'd work a little on your gold, as it looks very fake at the moment, but otherwise it's pretty cool!

Visit my Endless Pluto Station project, I'm still working on it, honest!

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Old 06-29-2007, 11:21 PM   #16 (permalink)
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Some tips for the gold:

Gold is actually not yellow in colour. Gold nearly exclusively relies on reflections to give it its look. Therefore you need a good environment that can be reflected. The trick is to tint the reflections depending on the viewing angle (using a Fresnel-Effect shader in the reflection channel). Tint it with a Fresnel gradient that goes from a dark orange to a light yellow. Another thing that good gold has is a reflected environment that has both very bright and very dark areas. Gold lives from a bold contrast. Highlight is metallic, very shapr and bright maybe with a hint of anisotropy.
Good reference image for gold would be this one here. Notice that there are areas on the gold that are completely black and others that are nearly white. Inbetween is everything from dark orange to bright yellow.

Another tip for your render - try to put some ambient occlusion on your image. That's basically for all renderings. If there ever was a "Make Cool"-Button in a 3d programm it would definatively lead to Ambient Occlusion. It just makes your image better in (nearly) all situations.

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Old 06-30-2007, 02:34 AM   #17 (permalink)
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Thanks, I'll have a look at it. Lighting is not something I've delved too deeply into yet in my 3dsmax experiance.

"There are no short cuts to any place worth going."

Current WIP:Transformer Blackout, Battlestar Cerberus (Revisiting) Battlestar Prometheus (Revisiting)
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