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Baseball


stu

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I'm glad you like it. The ground is rendered and is just the typical texture maps with displacements approach. I really didn't spend a lot of time on it, and the more I look at it (and the sharp shadow) the more I don't like it. :) Maybe I'll fix it...

post-237-1142778095_thumb.jpg

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B) You are dubbed the official odforce render mascot whether you like it or not... or whether it's presumptious of me or not.

I have to say that I am waaay out of practise when it comes to texture-mapping. I am so used to having to compose every bloody shader for my work because every damn effect in every movie is so specialized. I'm convinced that a great deal of the fantastic looking renders for software like Maxwell Render all start off with some great textures. Stu, don't you wanna treat us all to a typical architectural interior sometime? :ph34r:

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I made this a while ago just to see if I could do the stitching and threads on the ball geometrically:

post-237-1142749293_thumb.jpg

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Nice work stu! I had to do a baseball a long time ago and it was bit of a bear to model it, but fun to texture (scuffs, etc.). Never had to render it as nice as yours though, looks really nice!

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I can't remember were I saw the hip now. Back on some very long ago thread? I'm only talking about the geometry part of creating the baseball. Or maybe stu showed me once in person. :)

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Oh yeah, I had totally forgotten that you had seen the file! Wow, that was months ago...

As for the ball being clean, I used to like the way that they'd feel fresh out of the box so I still think of them that way - they had that "talc" feeling to them and they even felt lighter when they were new, although it was probably my imagination. It would certainly be easy enough to dirty the ball up though, as it's already been UV'd - I'll clean up the file when I get a minute so that someone else here can have a go at it, I've got the attention span of a - HEY!! Look at that cat!!! :)

Thanks all, for the comments. Jason, I totally agree - it's true that there are subtleties in renderers like Maxwell that maybe a few of us can point out, but the really great images produced by those packages start with the same solid fundamentals that would shine in any renderer.

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I don't know if I have any useful tips or tricks - mostly experimentation and dumb luck! :blush:

Here's the SOP network for the ball:

baseball.zip

It kinda works like a real baseball. As always, please feel free to make it better and tell me how you did it. :)

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I checked out the file, very crafty stu, and nice render as always. B)

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ohh yes .. finally I had a chance to check out the file and i am in shocked ... I mean the way you used the simple ops to construct this model..

Sir.. Thanks for the HIP file. :blink:

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