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how to create spilled water

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  • #16
    Originally posted by vizuals
    I going mad

    I get stuck at the very start

    I create a plane (in standard primitives)
    And thats where the fun ends
    oh sorry..forgot to mention...you must collapse your primitive,
    then you go to polygon selection in sub-object mode
    Needs more cowbell

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    • #17
      Originally posted by vizuals
      I going mad

      I get stuck at the very start

      I create a plane (in standard primitives)
      And thats where the fun ends
      Convert the plane to an editable poly (select, right click, convert to->) then you can select points, faces, edges and move them around

      Once you have a shape you like, slap on the shell modifier like they said

      Welcome to a brave new world of poly modeling. Soon you too will be able to model anything.

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      • #18
        lolol hahaha!!!
        =:-/
        Laurent

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        • #19
          Yes, kick me when I'm down

          I'm a AutoCad modeler (work related)
          Trying to step into a better world

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          • #20
            that's the good way dude.
            =:-/
            Laurent

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            • #21
              Polygon modelling is the only way to go.
              that's the only way i know of to create a scene like this
              with only 545, 032 faces (including trees). And you're only seeing half.
              The terrain started out as 1 plane...detail was added to
              this plane using Elf's technique.



              1 plane to rule them all
              Needs more cowbell

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              • #22
                Olitech......

                You just made me a believer.....

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                • #23
                  Originally posted by vizuals
                  Olitech......

                  You just made me a believer.....
                  *the spiders just caught another fly*
                  Needs more cowbell

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                  • #24
                    so you are saying
                    this has been made with

                    plane -> editable poly -> and shell
                    (though shell isnt working for me like this, yet)

                    because meshsmooth does the trick but is to heavy

                    (btw I got the result I was looking for)
                    But, this is very interesting, and I will continue the path of the poly

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                    • #25
                      thats the biggest sand trap ive ever seen lol

                      ---------------------------------------------------
                      MSN addresses are not for newbies or warez users to contact the pros and bug them with
                      stupid questions the forum can answer.

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                      • #26
                        Originally posted by vizuals
                        because meshsmooth does the trick but is to heavy
                        Instead of meshsmooth, try turbosmooth, its much faster

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                        • #27
                          because meshsmooth does the trick but is to heavy
                          yup, but you can target the smoothing to the polys that need it...like below. The areas that need more geometry are msmoothed


                          Elf:
                          thats the biggest sand trap ive ever seen lol
                          haha..ya really!
                          actually, the smaller white areas are the sandtraps...that big canyon thing is a desert wadi...the site is covered with them
                          Needs more cowbell

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                          • #28
                            hi olitech, what is the source for the terrain modeling? isolines, dem, approx. displace?

                            looks great.

                            daniel
                            Daniel Santana | Co-Founder / Technical Director
                            You can do it! VFX
                            Lisbon/Porto - Portugal
                            http://www.ycdivfx.com

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                            • #29
                              Originally posted by dgsantana
                              hi olitech, what is the source for the terrain modeling? isolines, dem, approx. displace?

                              looks great.

                              daniel
                              This technique called THW (the hard way) lol!
                              Literally started as a plane over CAD lines.
                              Verts were moved in plan view to rough out the
                              various features/areas.
                              Once we were happy with the (rough) geometry,
                              we pulled vertices up to get the elevations (also bevel/
                              extrude faces as described at the beginning of this post).

                              The geometry was given 1 meshsmooth iteration and
                              'massaged' some more. This result was smooth enough
                              for the overall elevations.

                              From this point, polygons were MS'd individually depending on
                              what features needed smoothing (camera dependent).

                              I built it this way to 1) control polygon count 2) control bitmap size.
                              You can go right down to the ground in this model and it totally holds
                              up. No textures over 500 pixels. Mix maps and the wonderful Cut tool.

                              sorry so long..already feel bad about jacking this thread!
                              Needs more cowbell

                              Comment


                              • #30
                                Elf, forgot to mention that they keep the Wadis intact as a natural feature.
                                Not to mention that that's where the oil wells remain...there's about 15 on
                                the site!
                                Needs more cowbell

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