|
|
Recently, I have been busy with a macro which allows to draw the edges
of a given mesh object. To test the macro on a relatively complex
object, I decided to try it on Jaime Piqueres citroen gs model. Here is
what I get, in two different versions (the first one with the edges only
and a totally flat shading, the second one with cel-shading textures).
I am currently making a simple demo scene, with explanations, that I
plan to post in p.b.scene-files asap. The macro in itself is quite
simple to use, but before using it with a given mesh it needs an
additionnal file describing the "edge structure" of the mesh, and the
process to get this file is currently a bit cumbersome (it uses a perl
script, but due to my poor skill at programming things like parsing, it
needs a bit of copy-paste first). For another image with the same
technique (and a little bit of explanation on the principle of the
method), you may give a look at my entry for the current IRTC round
(http://irtc.org/stills/2006-04-30/view.html, my entry is tjcello.jpg)
Thibaut
Post a reply to this message
Attachments:
Download 'ds_edge.compflat.png' (156 KB)
Download 'ds_edge.comptoon.png' (167 KB)
Preview of image 'ds_edge.compflat.png'
Preview of image 'ds_edge.comptoon.png'
|
|