Showing posts with label softimage 2011. Show all posts
Showing posts with label softimage 2011. Show all posts

3.10.11

~progress~


clean render... still some problems, this morning.

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.

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 -.

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.


...

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.

16.3.11

can opener


More work on simple stuff, although I am getting better at making clean products, not to say meshes. So I parented all the parts and moved the centers with "modify object pivot" on. Had to put on "child compensation" because I had already parented the parts. To most people this would seem altogether trivial, although I am doing it cleaner and cleaner. This is vital to being able to sell a product without complaints,I think. To the left is a still from the capture(png) that I am uploading to youtube right now. In the image is an extra (what I'm calling the key of the can-opener) handle that is a subdivided version of the one that is actually on the can-opener.


Here's the video from YouTube,
http://www.youtube.com/watch?v=gCH4R4Bak9g


1.3.11

Knife----->turbo squid

finally put something up for sale