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Post by MidgardDragon on Sept 2, 2008 14:16:52 GMT -5
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Post by fastdash9 on Sept 2, 2008 14:18:15 GMT -5
I saw fan-made digital eve I just had to check this topic first!
That is flippin' awesome!
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Post by smkndofpnutdssrt on Sept 2, 2008 21:37:25 GMT -5
She looks so cute! She looks like a baby Eve.
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Post by Callandor on Sept 2, 2008 21:39:48 GMT -5
not awsome epic, though I done really like this :S
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Post by fastdash9 on Sept 2, 2008 23:50:38 GMT -5
not awsome epic, though I done really like this :S Outrageously epic Haha, she does! Hey! It's EVE-2c (EVE Successor Compact Series)
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Post by vanessajoyce on Sept 2, 2008 23:51:02 GMT -5
Whoa. Gorgeous.
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Post by Castoro Chiaro on Sept 3, 2008 4:45:06 GMT -5
Whoa, indeed epic!
Thanks for bringing this to my attention! *goes to dA to favorite it*
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Post by hopper on Sept 3, 2008 13:02:45 GMT -5
what modeling sw did you use?
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Post by MidgardDragon on Sept 3, 2008 15:29:38 GMT -5
You'd be better off asking on the deviantART page I linked to, hopper, it's not my work.
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Post by Callandor on Sept 3, 2008 16:21:31 GMT -5
Am i the only one that really doesnt like it? >.< The glare on her screen is really annoying..
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Post by MidgardDragon on Sept 3, 2008 16:22:54 GMT -5
It's a reflection.
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Post by vanessajoyce on Sept 3, 2008 17:43:40 GMT -5
And if someone did this for a 3D modeling class, then there might have been a requirement that the light source or the mapping behave in a certain way. Thus the glare/reflection might be part of the grading.
That's one of the tricky things about working in 3D animation -- artistically you may want a certain look (like no light reflection on a character at a certain "shot"), but the "real" environment you're working in may have restrictions that force you to live with what you get . . . or come up with a clever way to work around it.
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Post by fastdash9 on Sept 3, 2008 17:49:10 GMT -5
That's one of the tricky things about working in 3D animation -- artistically you may want a certain look (like no light reflection on a character at a certain "shot"), but the "real" environment you're working in may have restrictions that force you to live with what you get . . . or come up with a clever way to work around it. I remember hearing Pixar ran into one of those conundrums in figuring out how to light the characters in the space scenes.
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Post by vanessajoyce on Sept 3, 2008 17:59:18 GMT -5
Exactly. Lighting is really tricky in 3D animation anyway -- and then when you have a scene in which there normally would be NO light (inside caves is another example -- a big issue for Blue Sky in the first "Ice Age"). . . very tricky and usually involves lots of experimentation to make it "feel" right.
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Post by Viva la Vida on Sept 7, 2008 8:25:27 GMT -5
I agree that the glare/reflection is distracting, but it's still a very cool piece of fanart. ;D
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