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Old 04-09-2008, 12:36 PM   #166
Nemesissy
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Looking Awesome as usual Kage!
Nearly a shame you're starting to see an end on this project

And thank you Kage, for the kind words! I am honored
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Old 04-09-2008, 12:43 PM   #167
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"Nearly a shame you're starting to see an end on this project "
quoted for agreement
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Old 04-09-2008, 12:53 PM   #168
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Thanks you two, lol, and they'll be more projects, don't you worry. It's not like I'm going to just stop
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Old 05-09-2008, 02:25 AM   #169
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Another update before bed. I've only had time to improve on the cloth cover material. Finally happy with it though



Sorry about the slightly lower quality render, and I hope you forgive me for that. I actually wanted to sleep tonight without a hum
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Old 05-09-2008, 06:56 AM   #170
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getting there mate, i think the cloth is nearly there now.and live with that HUMM ffs
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Old 05-09-2008, 07:46 AM   #171
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Could you suggest anything I could do to improve it further?
It is getting close though. I'll have the logos on the top and bottom blocks finished by today.
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Old 05-09-2008, 08:26 AM   #172
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dunno i havent seen the real thing but the material on the woofer is spot on and i cant put my finger on what is standing out (only a little though) with this material. could be not enough texture, if u get me its just there but as u look at the woofer one u see the structure of the cloth. does that make sense
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Old 05-09-2008, 03:25 PM   #173
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Do you have a falloff on the material?
I find that a fresnel falloff (adjust the curve to soften) in the diffuse from the primary color/texture to a lighter color produces a nice soft fuzzy look, like cloth.
It seems a bit plastic looking at the moment, but it still looks pretty good. I think that when rendered with the entire set, it won't even be an issue.
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Old 05-09-2008, 03:51 PM   #174
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Originally Posted by dd_ View Post
dunno i havent seen the real thing but the material on the woofer is spot on and i cant put my finger on what is standing out (only a little though) with this material. could be not enough texture, if u get me its just there but as u look at the woofer one u see the structure of the cloth. does that make sense
Sort of haha...

Heres a link of what the real material looks like:

http://img.donanimhaber.com/image.as...6B748F40CA.jpg

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Originally Posted by noyb View Post
Do you have a falloff on the material?
I find that a fresnel falloff (adjust the curve to soften) in the diffuse from the primary color/texture to a lighter color produces a nice soft fuzzy look, like cloth.
It seems a bit plastic looking at the moment, but it still looks pretty good. I think that when rendered with the entire set, it won't even be an issue.
The plastic look could be due to the fact that half the cover is plastic with the cloth on top. Only the part in the middle is the cloth stretched across without any support.

I have a fresnel on the reflections, but I'll add one on the diffuse to see what it looks like
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Old 05-09-2008, 03:53 PM   #175
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ok on the real thing it looks more dense than the one you have at the moment ie there is only a hint of wats going on behind the real one. must say you have done a good job mate now i have seen the real thing
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Old 05-09-2008, 03:56 PM   #176
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Thanks

Yeah, it depends on the light though I've found. I've done tests with mine, and it really depends where light is hitting where the holes are. I may lower the opacity slightly on my next set of tests.

I'll be working on the logos that bump up slightly, and are metalic on the blocks at the top and bottom now May be easier just to make a map with a displace for that.
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Old 05-09-2008, 03:59 PM   #177
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what are you waiting for eh eh eh? lets see those updates
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Old 05-09-2008, 04:00 PM   #178
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That new render looks mighty fine Kage
And i think ya should do a displacement map for the logos, saves ya for alot of work and the outcome will be pretty much the same.
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Old 05-09-2008, 10:54 PM   #179
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If you would have posted that reference and said it was your final render, I would have believed you
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Old 05-09-2008, 10:56 PM   #180
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If you think its going to look that good, you have too high hopes for me haha.

A new render coming along shortly.

Nemesissy, I think I have chosen the option to use displacement, since it probably is a lot better for this, you are right.
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