Showing posts with label region. Show all posts
Showing posts with label region. Show all posts

2.10.11








lots to talk about, some progress; about the setup I mentioned in the previous post, here is a texture decal render.




The concept is to have two or three planes orthogonal to their respective face on the object to model. In this way you can place reference images on the planes as a texture. You can then orbit around the object with the reference images and align them much easier.


On another note; the issue with importing and exporting seems to be coming along well...
these images are the imported obj mesh, this seems to be a good format for the export/import scenario. It seems to be a very common format ( I think it is a 'lightwave' obj). Regardless it seems to be common.


Aside from that, we have, at the top of the post, images of the base mesh (un-sub-dee'd). Five of them.

All and all coming along well...

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.

7.8.11

back to the vestibule

I've been working on the octagon room again, getting closer to finishing- much better at working with final gathering. Recently worked on the wood for the room.

a plank with the wood that I've been working on,


Looking at it as just a plank, I think it still needs some work, but in the room it was getting there.




The doors and moldings have supports and projections

Many things in this room are coming together... as I'm having some realizations about working on it. One thing I should mention is freezing the final gathering map ( the setting 'Only use FG points from file') under Map Settings. This allows you to render much faster. So I was under the delusion that I could apply the wood texture without a projection/support, and spent alot of time getting the wood to look right. Finally I put on a projection and support and the wood looked alot better. I was reluctant because of all the texture supports I would have in the scene, it would be messy.

I have yet to get into the details of the doors and put separate supports for the cross pieces as opposed to the vertical.


I have to say, the FG-Phys.Sun/Sky-PhotoExposure-arch_material combination is great lighting.


...

14.5.10

detour


checking back into past work

redid a project from BCC.

6.3.10

27.2.10

most recent shot

I think its starting to look professional.

more to come...

24.6.09

Here are some more progress pictures (render regions) of the mosquito head. It has some basics coloring and hair. The first is the subdivided model and the second is with no subdivisions for perusal.