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Dionicio — 100 bullets Redux

Published: 2007-07-25 02:15:50 +0000 UTC; Views: 2270; Favourites: 21; Downloads: 194
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Description I modeled a bullet for the 3DFC "Five minute bullet" challenge, but didn't really feel it was worth submitting. After seeing Apogee3D's renders though, I thought I'd try something out. So I individually placed each and every one of those 100 bullets, which was obviously tedious, but I didn't have anything better to do (I also didn't care to learn XSI's physics system)

The initial product was rather bland, but I adjusted the saturation of the image, added a specular glow, and included focal blur. As such I felt it was finally worth bringing out from my scraps.
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Comments: 34

Brent-Kingi [2009-12-19 03:14:00 +0000 UTC]

Nice bullets too.

👍: 0 ⏩: 1

Dionicio In reply to Brent-Kingi [2009-12-19 17:08:36 +0000 UTC]

Thank you

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Max-CCCP [2009-12-17 13:48:48 +0000 UTC]

cool )

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sadus70 [2009-02-18 15:01:03 +0000 UTC]

great rendering.

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Dionicio In reply to sadus70 [2009-02-20 00:05:35 +0000 UTC]

Thank you

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emeraulde [2009-02-07 16:33:30 +0000 UTC]

nice !
I love the way the metal reflects all those lights.

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Wingedserpent776 [2009-01-18 08:07:07 +0000 UTC]

reminds me of lord of war.

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Blasterkid [2008-07-15 06:58:16 +0000 UTC]

wow interesting piece.

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Dionicio In reply to Blasterkid [2008-07-15 10:31:21 +0000 UTC]

Thanks

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gon90 [2007-10-04 23:18:05 +0000 UTC]

very nice!

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Dionicio In reply to gon90 [2007-10-05 11:30:44 +0000 UTC]

Thanks

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MrSmive [2007-08-28 12:16:42 +0000 UTC]

nice pic, may i plz have the mat if its 3ds compatable

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Dionicio In reply to MrSmive [2007-08-29 02:41:08 +0000 UTC]

I'd give you the materials (I think there's a way to export them from XSI to 3DS) but the original render isn't really impressive, as seen here .

As I said before there was some extensive post-processing to get it looking decent

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MrSmive In reply to Dionicio [2007-08-31 17:21:04 +0000 UTC]

well thanks buddy heres my msn pestev@gmail.com

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NicholasWolf [2007-08-27 01:50:04 +0000 UTC]

That is fantastic man! The use of lighting really brings out the nice textures. What's the polycount on those bullets?

-NickNightshade

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Dionicio In reply to NicholasWolf [2007-08-27 22:11:58 +0000 UTC]

Thanks Each bullet has 277 polygons, subdivided twice at the rendering stage (bringing it up to 2,216). Multiply that by 100

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WolfFx [2007-08-19 05:19:49 +0000 UTC]

yea nice end result, in 3ds Max the reactor systems are very simple and easy to get the hang of

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mimoh [2007-08-10 02:57:51 +0000 UTC]

Nice job on the DoF and materials!

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Dionicio In reply to mimoh [2007-08-10 03:04:17 +0000 UTC]

Thanks

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BuckWeasel [2007-08-01 06:38:08 +0000 UTC]

it has a nice dreamy fuzzy quality to it, like lightbloomed stuff.

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Dionicio In reply to BuckWeasel [2007-08-01 16:01:58 +0000 UTC]

Yeah, I did that in PainShopPro I like the hazy look to it too, I think it's a big improvement over the original scrap .

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Helen-Baq [2007-07-25 23:52:48 +0000 UTC]

Very nice!

But, not a fish in a tank, now is it? hmm? hmmmm?

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Dionicio In reply to Helen-Baq [2007-07-26 01:32:41 +0000 UTC]

No it's not But it's still mad yummy, yes?

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Helen-Baq In reply to Dionicio [2007-07-26 02:06:31 +0000 UTC]

Yesssshhhh!

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mito0101 [2007-07-25 18:32:03 +0000 UTC]

Good work... 3Dmax "Reractor" is easy physics system, in a few steps you could hace the bullets setted up.

👍: 0 ⏩: 1

Dionicio In reply to mito0101 [2007-07-26 01:27:17 +0000 UTC]

Thanks for the recommendation. I don't use max (yet) but I'll keep that in mind.

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Zac-Donald In reply to Dionicio [2007-08-06 03:51:21 +0000 UTC]

I barely know how to use XSI, and I know how to run simple simulations, just make on bullet, make a grid, select the grid, ridged body > passive ridged body
then select the bullet, ridged body > active ridged body, collision type, actual shape.

cool pic btw.

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Dionicio In reply to Zac-Donald [2007-08-06 23:33:25 +0000 UTC]

Thanks I'll keep those steps in mind for later renders.

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Zac-Donald In reply to Dionicio [2007-08-07 00:05:41 +0000 UTC]

Btw duplicate the bullet after you make it a Ridged body.

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Dionicio In reply to Zac-Donald [2007-08-07 21:00:36 +0000 UTC]

OK, I tried the scene with a simulation. Since you explained it to me I've felt like an idiot, I always thought the simulations would be complex Though the final result of the simulation had the bullets looking too uniform compared to the image I had above, it's great info to know and I'm already setting up a different scene using the simulations.

So thanks!

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Zac-Donald In reply to Dionicio [2007-08-08 04:06:11 +0000 UTC]

Your welcome, I'm glad to help... You could always randomize them a bit before you run the simulation... I thought simulations would be complex too, before I actually figured out how it was done, but you could make it a lot more complex if you wanted too, I know I'm just skimming the surface, along with everything else in XSI.

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Dionicio In reply to Zac-Donald [2007-08-08 17:14:10 +0000 UTC]

Yeah, I still haven't touched XSI's animation system yet (haven't really had any ideas for an animation). From what I've read though, it should be pretty sweet stuff.

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Zac-Donald In reply to Dionicio [2007-08-08 17:42:54 +0000 UTC]

Same here, I've seen, but I haven't touched. I'm to lazy to try to rig something for the first time anyway.

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DivineConjurer [2007-07-25 06:46:55 +0000 UTC]

XD i rember that chalenge

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