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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Born to Run Silent
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Ahoy maties,
We are putting the finishing touches on the 2008 Submarine Almanac, and we will be including a few pages of Roll Call, like we did in the last book. I invite you to submit your entry in the book. Here's how you do it: Send an e-mail to subsim@subsim.com with the subject: Neal, here's my Roll Call entry. In your e-mail, write a short paragraph. It can be
Keep it short, 150-175 words max. I want to include as many as I can, and it will be best if you can include your real name and Subsim nickname. Of course, if you're in the FBI Witness Protection program or hiding from an ex-wife or three, you could make up a real name, I won't know. But if you want to show the book to your kids, friends, or family, your real name will make a better impression. thanks! Neal Here is a sheet from the 2007 Submarine Almanac to give you an example ![]() ![]() ![]() |
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#2 |
Silent Hunter
![]() Join Date: Jul 2005
Location: Swansea
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That last pictures messing with my mind. Its one of those "Thats computer generated." "But wait.."
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Well, here's another nice mess you've gotten me into. |
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#3 | |
Navy Seal
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Location: York - UK
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Thats rather good! I didn't notice it was CGI until I read your post. Max and Vray?
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#4 |
Born to Run Silent
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How can you tell it's CG?
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#5 | |
The Old Man
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#6 |
Sea Lord
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Location: Adelaide, South Australia
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Jaggies on the lounge arm backs, and the cup looks a little out too.
Mind you, you need to look twice. |
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#7 | |
Navy Seal
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Location: York - UK
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![]() Suggestions: Render in higher res then re-size in a good graphics program? <most effective Use a wider AA filter? Less *.jpg compression? The Gloss on the chair isn't right. ![]() Suggestions: Is it false gloss or a golssy reflection? Does your renderer support reflective gloss? The bump map looks a little strong. This dramatical changes the gloss. Is there any texture on the chair material? It looks a little like you have used a bump map to make up for lack of a detailed texture. *edit* Did you use a real bump map or just a noise generator? Looks like some clipping on the chair arm? ![]() Also on the back of the chair.I could be wrong about this, but even if I can't tell for sure; if it is clipping or a bit of a low polly count then it will make the image look less real, even if you can't tell for sure. Floor meets wall too neatly. ![]() Suggestions: Try moving the floor a few mm away from the wall Use a dirt texture to slightly darken the floor or wall at the bottom Mug model to fat round the rim. Even the biggest are not quite that big. Shadows too Dark. Shadows in a lit room rarely go below 20:20:20 (Red:Green:Blue) in photos. Your shadows are twice as dark even tho the scene is well lit elsewhere. If you use indirect lighting: Bump up the multiplier Use reflective gloss in more materials if your renderer supports it Use a bounce count above 2 Be sure to have lit objects behind the camera If you do not use indirect lighting: Decrease the shadow intensity Books could use a subtle, large scale bump map and some gloss. Please not that I am being ultra fussy and I may be wrong about any of these. I had to do a lot of guessing because I don't know what software you used. I go for artistic effect rather than realism in my 3d images. It's all in the tiny details that give a image away of course. Always remember that you can't have enough source images! *edit* Did you use a slightly yellow colour for the light? Some studio lights are 100% white, but most are off white. *edit2* The wood on the table legs looks a bit plastic. Not sure why. *edit3* The semi-tori round the table legs look like they are clipping the table. Either bevel the join or use a curve on the join between leg and semi-torus when drawing the spline for the leg. (if you made it via spline lathe) *edit4* Something 3d from me ![]() Thr spot light on th ring is too bright and does not light the water correctly. *edit5* Sorry, you have taken me way off topic! ![]()
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![]() Last edited by Letum; 09-25-07 at 03:30 AM. |
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#8 |
Silent Hunter
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Who made that picture anyway? (The Almanac one)
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Well, here's another nice mess you've gotten me into. |
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#9 |
Born to Run Silent
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Mighty Spence, artiste extrodinairre.
And for the record, the jaggies don't give away anything, that's simply a result of shrinking the pic down to web size.
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SUBSIM - 26 Years on the Web |
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#10 | |
Navy Seal
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Here is a render with no textures from a surveillance camera from a project I started yesterday. I have rendered the whole image 3 times with different settings on the render resolution and AA filter. I have then optimised the images very heavily for web use. Like in the image you posted. Worse: This one looks jagged because the filter was too sharp and it was only rendered to 800x600. Sharp filters do not work well at low res and they usually react badly to *.jpg compression. Fair: This one looks better because a wide filter was used. Wide filters work best when the finished product is low res and/or is going to be web optimised. There are still jagged edges on the left. Best: This one has been rendered with a wide filter at medium/high res (2048x1536). Post render it was re-sized and then optimised the same as the other two images. The result is far smother. To show the differences the samples have been cropped and then re-sized by pixel resize by 150%. ![]() *edit* I know the deform on the corner is a little off.
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![]() Last edited by Letum; 09-26-07 at 08:33 PM. |
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#11 |
Eternal Patrol
![]() Join Date: May 2004
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Blokes can start a conversation about anything, the thread starts of with an invite to add yourself to subsim book then gets further down the page and we're talking about jagged edges.
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#12 |
Born to Run Silent
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Yeah, I know what you mean. At least it got a slew of guys to send in their Roll Call piece, I thank you for that.
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SUBSIM - 26 Years on the Web |
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#13 |
Navy Seal
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Seeing as this topic isn't in use for anything.......
Getting there, but I still need lots of work on the details. ![]()
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#14 | |
Born to Run Silent
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#15 | ||
Navy Seal
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Location: York - UK
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