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No prob, i'm always in doubt when it comes to sharing things myself. On one hand, I learned a lot by watching how other people did things, but on the other, i haven't found a restaurant yet which gives out it's recipes.
If I were modelling this, It'd all be polygons with meshsmooth/turbosmooth applied, but a lot of those wee rivets and bits sticking out I would have modelled seperately and attached to the final model. I think it'd require too much effort and mind numbing cutting out to have all those intricate parts a part of the base mesh when you'll never notice the difference in a final render anyway.
If I were modelling this, It'd all be polygons with meshsmooth/turbosmooth applied, but a lot of those wee rivets and bits sticking out I would have modelled seperately and attached to the final model. I think it'd require too much effort and mind numbing cutting out to have all those intricate parts a part of the base mesh when you'll never notice the difference in a final render anyway.
The rivet things i was curious about how he arranged them. I presume they have to be longer so they intersect the surface at any time, and i presume they had to be aligned onto a really high res mesh, otherwise there wouldnt be enough normals available.
But im more curious about the detail where these 3 panels meet with their 90deg corner. This is generally very hard to model and keep the continuity of the base shape without using a REALLY high res mesh. I don't see any artifacts here, but then again its a diffuse material.
@ Mr. Hoo : Thank you but they do move. Keep in mind that there are two rows of blades, one is not moving at any time.
@ pailhead : The mesh with the rivet on its not dens at all, just standard density mesh with MS on level 3. As for the rivets they are align to the surface and there are no artifacts on the surface I was very picky about it!
You said you had a fresnel on your reflection. Could you give the other settings for your reflection material? Also was this LWF etc? I'm very interested in your setup.
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