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Beautifully detailed. I might be tempted to add a little bevelling on the sleepers but other than that it looks perfect.
On uvmapping, I tend to start with unwrap in mind while modeling but then use presets for just a few parts. I tend to match islands to shading domains (at a minimum), unwrap, then apply a preset to those islands that suck. Or, I might have the head as a whole be oval, but then have a portion of the face start with planar. It really depends on how distorting the eyes-nose-mouth area is. So, unwrapping is now my norm, at least as a start, for most complex objects, even if subparts will use presets.
if combining, make sure to handle all unwraps first, then apply presets to sub parts.
TJ, love the tracks.
TJ, love those points. Will they work? If so, how do you plan to handle the ERC? Can't wait to see how they look textured . . .
You know, with some more bits, you could make a railway construction kit. Export to DS & it'd probably sell pretty well too.
I had to look up what sleepers were....
I know them as railroad ties. And yeah, I probably ought to bevel them.
Thank you all for the kind comments!
@TangoAlpha - I'm not sure if the points will be movable or not. I'm hoping they will be; it's going to depend on my rigging skills.
Beautifully detailed. I might be tempted to add a little bevelling on the sleepers but other than that it looks perfect.
"Two nations divided by a common language" (Winston Churchill).
TA, Thanks... I can picture it now.
I'd rather not UnWrap it but want to learn how.... guess I'd better make a separate domain for each side... inside and out and the window legdes. Hopefully I'll have 2 versions... Not UnWrapped and the other which will be.
What "presets'?... like box mode etc?
I have 6 windows modeled, saved as a separate Polymesh which fit the openings... so I have 2 different object files. Is this what you mean by "if combining"? Note the the windows are actually 6 polymeshes in one file... guess I'd better UnWrap those also... should also give each it's own shading domain... windows all share the same 1 now.
TJ... Great looking track.
-wgdjohn, on combining seams/unwrap and presets for same uvmap grid. My experience has been that if I click the unwrap button, it unwraps the entire model, not just my selection. However, if I click to apply a box, sphere, cylinder, or planar preset, it only affects my current selection. Therefore, I seam/unwrap everything first, then I select subgroups and apply a preset (box, cylinder,...), if any are desired.
It might be that I am simply missing a step in trying to limit unwrap to my current selection. Maybe someone else knows how.
EDIT: I am referring to the presets under the 3rd tab of the uv room, not the preset modes under the 1st tab. For this, the 1st tab mode should be custom. Can't show a screenshot now so I hope it makes sense.
Nice work Tabasco Jack.
well on track to a great looking set
Thanks Diomede... wanted to be sure. By following you're instructions in No one asked me - Diomede posts screenshots on whatever awhile back I was finally able to understand UnWrap alot better.
These are the jokes, folks!!
Hilarious when I read it... [delayed laughter] Chuckle chuckle... Ha Ha Ha... chuckle chuckle. Good play on words Stezza!
While making music letters and symbols for Carrara Challenge 31 "Music" I got to thinking that making letters isn't that much different. Below I only show a simple O shaped charater... it would not be that hard to make more complicated ones.
Modeling is Funnnn!
Some cool and interesting stuff going on in this thread. I'm kind of semi-snowed in this morning (nothing as bad as what the East Coast is getting, but the snowblower wouldn't start, so enough to keep me from going in to work this morning) so I had some time to catch up.
This is slightly off-topic, so my apologies for that, but I thought people might find it interesting: Pixar is running a contest to texture and light a scene made by one of their interns and it's really cool to be able to see an actual "Pixar quality" model and take it apart to see how they do things.
You have to sign in their forum to see the contest rules and need to use Renderman to enter the contest, but the full scene is at https://community.renderman.pixar.com/article/1767/kitchen-pup-asset-1.html if you are interested; at the bottom of the page are links to download the actual complete scene in FBX or OBJ format if anyone wants to pop it open in Carrara and take a look.
MDO, thanks for the notice. Looks fascinating.
Looked at it, modeling wise, noting special IMO, UV's messed up on many meshes
I've just updated Post #2 to add links for Modeling in other programs.
I downloaded it but haven't really looked in much detail, but if that's the case then it's even more interesting - it means that what we normally think of as a very high professional level is really not that far out of reach.
I might be confusing this but I think that Pixar may use a special texture format that maps the textures direct to the polygons, hence they may not need good UVs for their own works. A bit poor putting something like that out and expecting others to texture it though! I also remember seeing something on their modelling and the approach seemed to be to use subdivision surfaces and use as few actual polys as possible to keep the meshes light. Of course they have the advantage of knowing how they are going to be used in the scene, and can theredore adjust the mesh density depending on whether it will be foreground or background, etc.
ptex
Yep - that's the one.
boy thats gonna take a while .... just messing around with Octane live database shaders and Nobilax ones so far
just for my own fun
Hi there! long time that I having no post here, and not much advance so far, but here is a extruded hose I modeled in the vertex room:
Looks very realistic!
Oddly enough, I just bought a goose neck magnifier that's got a length of that hose on it. Looks almost identical!
Thanks! The most important thing here wasn´t the render itself, but the quad modeling on this, I had to try several times until get the cord separations and roundness, is still needing some adjustments
Cool!