Showing posts with label ambient occlusion. Show all posts
Showing posts with label ambient occlusion. Show all posts

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.

23.9.11

some rough materials

UPDATE


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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.

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.

22.3.11

some stuff -- getting more prof. look


some work on the cell phone using new ideas/techiniques.
added name bitmap to the improved phone. The improvements have yet to be finalized by welding together so there is a clear seam. Altogether though I feel better about this process.