Sun, Jul 7, 8:40 PM CDT

Who lost the light?

3D Studio Max (none) posted on Nov 28, 2001
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Description


Not completly original, but was inspired by the lightbulb pictures of Vimage. I am currently doing a project of getting my house into max and I have a selfmade lamp at my home consisting of 100 lightbulbs in a plantpot, of which only 2 are actually producing the light. Hence I needed some bulbs. I not happy with the floor texture, but it ws the first I could find. BTW, has anybody any idea how I can screw this lamp in, because I have no clue on how to create the screw part, currently it's faked using rings. BTW the bulb is a compete nurb object an made in +/- 15 minutes, using a reference in my hand.

Comments (9)


Ixiaus

7:58PM | Wed, 28 November 2001

wow thats pretty realistic, i think max has a spring like preset, i dunno if u can use that or not but its a thought! very well done, one thing tho is the white plaster spaces that are supposed to be inbetween tiles doesn't seem to be very realistic, other wise, great job!

bulbousone

9:47PM | Wed, 28 November 2001

Being a lightbulb by nature, I like this a lot. About the screw - You'll need to split the metallic bottom portion into three... the lip and the node can stay the same, but you'll need 4 - 6 arrayed lines, each moved up incrementally, and add on to them then do a 2 rail sweep (the rails being circles), so you get a screw-action going on but still have something you can blend with the others if you're still using NURBS. :) Good image.

MrCAD

6:35AM | Thu, 29 November 2001

Its very nice work EYE...keep it up..except for the floor image which you've scanned still consist moir....anways..good lighting

Insert_Coin

8:50AM | Thu, 29 November 2001

just a couple of things that could help this image... the floor texture is good however it looks flat... you need to utilise a bump mape the get those tiles raised and the grought low so that it looks right. secondly the metal on the light bulb is not quite right. looking at a lightbulb now the metal seems to have low diffuse and reflections are quite blurred, keeping that in mind maybe you could lower the diffuse and add a small grunge map to the diffuse to get the little inperfections etc. the specularity and reflection could be lowered aswell... also the texture on the floor detracts me from photorealism and tells my brain it is cg. why would a light bulb be all alone on a tiled floor. Oh okay someone lost it but if you lost it it would have fallen and broken correct? (because i dont lay things like lightbulbs on the floor then forget about them. maybe you could move it to a table with some other small objects around it... just some suggestions to further improove your outstanding work keep it up... As for your screw dilemma i am unfamiliar with max but if you havea lathe feature you could lathe a sort of > shape around with an offset to create it... oh well have fun

rain3danimator

1:23PM | Thu, 29 November 2001

hey man, your on the right way. a bit less reflection on the floor, and the white/glass part of the lightbulbuse a fresnel reflection for it, it will look much more real! to insert coin: unless your blind: the material on the floor uses a bumpmap. and the other stuff he says, well its just really anoying!

pureflesh

11:38AM | Fri, 30 November 2001

I like the fact that it took you just 15 minutes to make a bulb.It would take me just 1 second to switch on the lights in my room :) I like the feel of this pic.texture sux but that bulb and reflections are fantastic! Keep it up!!!

Vimage

12:29PM | Fri, 30 November 2001

Pretty Kool, and thanks for giving me the credit for the idea. use a helix for the screw part.its not too tricky. Peace

onefreshhonky

5:01PM | Wed, 05 December 2001

I would not fudge anymore with the bump map. I think since you are focasing so close to the floor I would just throw some actual geometry for the tiles, Just attach it to your plane and throw a plane UVW on it. Anyhow keep it up:)

vlaaitje

11:32AM | Fri, 22 August 2003

this is very nice...I like the refleciton....wow well done


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