29.9.11
from scratch
more work.... started from scratch again.
Rather than use the rotoscope method I used crossing planes ( will post later).
Anyway, I got better results for the holes and such but I am still getting errors.
More to mention but I am tired.
26.9.11
~progress?
continuing with the revamped phone, I've gotten further with this one than the previous one although there are some issues with rounding that I don't want. I have watched a video of someone
modeling a phone where they controlled the 'tightness' of the edges with additional edges. This is what I have been trying to do. BUT; they where working in MAX and this is softimage.
I think that in softimage, it is preferable to use hard
edges with "mark hard edges", but I want to
export this to various formats for turbosquid...
so I am trying to make the model as simple and portable as possible.
modeling a phone where they controlled the 'tightness' of the edges with additional edges. This is what I have been trying to do. BUT; they where working in MAX and this is softimage.
I think that in softimage, it is preferable to use hard
edges with "mark hard edges", but I want to
export this to various formats for turbosquid...
so I am trying to make the model as simple and portable as possible.
25.9.11
23.9.11
some rough materials
UPDATE
...................................................................................................................
did some more cleanup and refinement of the mesh, working out the kinks of measuring in real-->3d, used an image to get the primary size and shape and now measuring (with a vernier caliper) to get the size of the phone.
The silver trim is made with a incidence in the shiny port of a modified phong shader (preset manager - a grey plastic). The black plastic on the bottom is made with the same material I used for the buttons. I modeled the ridges in the middle button,
rather than try to do them with a texture/bump map, although I think I will do that for the rest of the rough/textured surfaces on the phone.
...................................................................................................................
did some more cleanup and refinement of the mesh, working out the kinks of measuring in real-->3d, used an image to get the primary size and shape and now measuring (with a vernier caliper) to get the size of the phone.
The silver trim is made with a incidence in the shiny port of a modified phong shader (preset manager - a grey plastic). The black plastic on the bottom is made with the same material I used for the buttons. I modeled the ridges in the middle button,
rather than try to do them with a texture/bump map, although I think I will do that for the rest of the rough/textured surfaces on the phone.
Labels:
2011,
ambient occlusion,
cell phone,
hidden line,
render,
Rough,
sub d,
subdivision surfaces
20.9.11
19.9.11
cell phone --current
more work on my current cell phone, getting better
This took me about today to build...
I struggled with the holes and hard edged deformations. This is at Geometry Approximation; render level 2, no automatic discontinuity*. I read in the manual that it is more efficient. Not sure why but, to me, it seems obvious that if its always smooth it will be better.
This took me about today to build...
I struggled with the holes and hard edged deformations. This is at Geometry Approximation; render level 2, no automatic discontinuity*. I read in the manual that it is more efficient. Not sure why but, to me, it seems obvious that if its always smooth it will be better.
14.9.11
vestibule
been working on this vestibule again, getting really clean renders. started working on the ceiling, on the wood planks, its a knotty pine. The key with the clean render seems to be the sampling contrast in the anti-aliasing settings- below .05 -.
Labels:
2011 archiviz interior,
FG,
octogon room,
progress,
settings,
softimage 2011
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