![]() | ![]() | |||||||||
| ||||||||||
|
Welcome to the Polyloop - 3D & 2D Forums forums. You are currently viewing our boards as a guest which gives you limited access to view most discussions, articles and access our other FREE features. By joining our free community you will have access to post topics, communicate privately with other members (PM), respond to polls, upload your own creations and access many other special features. Registration is fast, simple and absolutely free so please, join our community today! If you have any problems with the registration process or your account login, please contact us. And of course, no spams, only a newsletters or special annouces times to times! |
| |||||||
| Register | FAQ | Donate | Image Hosting | Members List | Calendar | Search | Today's Posts | Mark Forums Read |
| Workshop - Sandbox In this forum, you can create a thread related to all your tests you do in your creative days. It can include 3D modeling (digital and traditional), drawings, sketches, anatomy studies, photos tests, animation, rendering tests, shaders tests, traditional painting, etc. |
![]() |
| | LinkBack | Thread Tools | Search this Thread | Display Modes |
| | #41 (permalink) | |
| proud to be a nurb ![]() | Quote:
**n-gon export via LWO **weld edges is "unchecked" **angle of 6 degrees (sometimes as low as 4 degrees) **divide larger than 0.5 (curved surfaces) **avoid smaller than 0.2 (sometimes 0.1) jonah | |
| | |
| | #43 (permalink) | |
| Pixar want to hire me! ![]() | Quote:
__________________ Regards Tony | |
| | |
| | #46 (permalink) |
| Pixar want to hire me! ![]() | Yep, been playing the past few weeks with the trial. Bought 301 the day before 302 came out ![]() Working my way through Andy Brown's camera tutorial at the moment. Have to say I really like working in this tool. I love that loopslice command ![]()
__________________ Regards Tony |
| | |
| | #47 (permalink) |
| proud to be a nurb ![]() | Modo does have some great tools for box modeling. Edge modeling still needs some work though... About exporting from MoI, of course the settings mentioned can't be applied universally to all objects. But my practice is basically done in this order:
|
| | |
| | #48 (permalink) | |
| Pixar want to hire me! ![]() | Quote:
__________________ Regards Tony | |
| | |
| | #49 (permalink) |
| proud to be a nurb ![]() | Hi all. Just goofing around with Rhino's core render engine. Rhino does not have a built-in cel shader. But it can use environment maps ("mirror-ball" reflection maps) to fake all sorts of materials. So here is an example of my home-made cel shading map, shown with and without wireframes. This was one of my first Hexagon models, made a couple of years ago. I imported to Rhino as a TSpline. You can see where T-Splines automatically removed any unnecessary edges, leaving "T-junctions" and without changing the shape (unlike removing a subd edge). Back to the Rhino core engine, i can't get a reflection on the floor because the core engine does not do raytraced reflections. But it can draw shadows, which are evident from the one area light which i placed in the scene. Not sure what's going on with Toucan (the Rhino core engine). The in-house builds of Toucan is a fully fueatured raytracer with all of the bells and whistles:
jonah |
| | |
| | #50 (permalink) |
| proud to be a nurb ![]() | More examples of materials which can be "faked" by using reflection maps. All maps made by myself, using Modo and Photoshop, except for the "black rubber". That little beauty was created by Hyltom (another Rhino user). For the toon maps, i took inspiration from Hexagon's maps. But they are slightly different in proportion and color banding than the Hex maps... jonah |
| | |
| | #52 (permalink) |
| proud to be a nurb ![]() | Thanks Rickei… Just this morning I figured out how to get raytraced reflections from the Rhino core engine. It’s possible now because the new RDK exposes the reflectivity channel (which was hidden in the default Rhino material editor). So having the RDK installed, then I realized I could use the RDK’s Texture Editor and set reflective values. So here’s a few more tests. I only used area lights for these images. And there is no irradiance caching, so they were dog slow. About 15 minutes for the spheres and spherical dingleberries,and about 20 minutes for the grasshoppers. If I used Brazil with IC, it probably would have taken about 2 minutes. And if I used other light types, for sure it would have been faster. But area lights look so much nicer. And this is only for fun... ![]() jonah |
| | |
| | #54 (permalink) |
| proud to be a nurb ![]() | Had a little more time to play around with this buckle scene. Now i got the plastic materials to look as they should. So I'm happy about that. The tile floor is procedural of course, one area where Modo is seriously underpowered. Hopefully the SDK will be ready for 401 and we can have some good plugin shaders for modo.... Eric? Mark? Julian?... Are you out there? jonah |
| | |
| | #55 (permalink) | |
| Pixar want to hire me! ![]() | Quote:
![]()
__________________ Regards Tony | |
| | |
![]() |
| Thread Tools | Search this Thread |
| Display Modes | |
| |