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DNA priority tutorial


MODELING

So the next step is modeling. All the geometry in the scene was created withNURBS and POLY with NURMS subdivision techniques. The mesh is quiet simple,so I don't see any reasons for deep explanation of modeling but however maybesomeone will find it useful if a few samples will be shown...

This is an overall mesh view at the end of modeling process. Well... Actually when I see this and the final image I arrive at a conclusion that the mesh is "overloaded". In my oppinion the rule "you shouldn't model it if nobody can see it" is completely correct. But sometimes it is impossible to know what does the final image look like. And in this case exact positions of objects wasn't determined yet. But anyway it's always better to realise a proper distribution of mesh density: the closer the object to camera the higher density should be provided and vice versa. Of course this is not a strong principle especially when you are going to use effects (DOF for example) but it will sufficiently increase the perfomance and rendering speed.

OK. To create these objects (except of wires and other small details) I've used Rhinoceros.I found this software very useful when I need to create smooth surfaces that do not require of "clean" meshes and normals. As you see all of this objects consist of triangles withdensity distributed regulary over the surface depending on it's curvature.

>>>Tip: Such a geometry is still editable but Idon'think this is a good idea to do it directly.So it would be logical if we have final meshes inNURBS modeling output.

Rhinoceros has many powerful tools and is very flexible in modeling. Except of allexported meshes contain UV coords (in some cases it really helps in mapping). In additionit brings a lot of fun. :)

This figure shows some of geometry was made in 3DsMAX. So everything is very simple as you see.There are input meshes on the left side and final meshes after NURMS subdivision applied to iton the right side. Priorly it is Editable poly with subdivision surface turned on but thereare no global difference if MSmooth modifier would be applied to low-poly later.After completing a low-poly model it is very helpfull for mapping to apply polygon ID's and assign Milti/Sub-Object material with differentdiffuse color attribute. And besides it helps to distinguish objectsin viewports to get a proper composition.

>>>Tip: To meshes with extremely high number of polygons on output it's better to applydifferent subdivision values for viewport and render due to high valuesfor viewport may sufficiently slow down VGA adapter perfomance (for figure abovethose values are the same with isoline display option turned on).

After all the geometry is completed and have a proper position in the sceneI have started the next step "lighting".

1 | 2 | 3 | 4 | 5 | 6 | 7
- decisions
- modeling
- lighting
- texturing
- rendering
- postproduction

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