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Work in progress shot of a model that I've spent 4 weeks working on and 4 months
ignoring. Mostly modeled in Wings 3D, some POV primitives. The green parts are
control surfaces that have already been cut for animation. Once it is
"finished" I'll put it in the object collection. Currently waiting on better
cockpit instrumentation, landing gear, and various little exterior details...
-Reactor
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Attachments:
Download 'hover_racer_1.png' (223 KB)
Preview of image 'hover_racer_1.png'
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"Reactor" <rea### [at] hotmailcom> wrote:
> Work in progress shot of a model
Very nice. Can't wait to see the final; very detailed. I see quite a few
triangulation artifacts - presumably they'll be subdivided away at a later
stage?
Bill
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Bill Pragnell wrote:
> Very nice. Can't wait to see the final; very detailed. I see quite a few
> triangulation artifacts - presumably they'll be subdivided away at a later
> stage?
He should try double_illuminate first. That should take care of most
of the artifacts, at no cost.
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"Bill Pragnell" <bil### [at] hotmailcom> wrote:
> "Reactor" <rea### [at] hotmailcom> wrote:
> > Work in progress shot of a model
>
> Very nice. Can't wait to see the final; very detailed. I see quite a few
> triangulation artifacts - presumably they'll be subdivided away at a later
> stage?
>
> Bill
It depends, actually. Because of the size of the mesh, I was thinking of making
a level of detail parameter that would select and load the appropriate mesh.
For close shots like this, one that is subdivided would be preferred. For more
distant shots (especially when it is in motion), the lower resolution mesh might
be enough.
-Reactor
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Warp <war### [at] tagpovrayorg> wrote:
> Bill Pragnell wrote:
> > Very nice. Can't wait to see the final; very detailed. I see quite a few
> > triangulation artifacts - presumably they'll be subdivided away at a later
> > stage?
>
> He should try double_illuminate first. That should take care of most
> of the artifacts, at no cost.
You know, I haven't tried that yet. I do remember reading about that as a
possible stopgap for shadow line artifacts, and the idea of it looking better
without further subdivision is very attractive (though there are some parts
that really do need subdivision, particularly the canopy when you get up close
to it).
The mesh is already at the 1.5 Mb mark, and this view doesn't have the chair or
the basic instruments I've made. Of course, many of those are being converted
to POV primitives, and the level of detail parameter will let the user decide
what will be visible, but still.
-Reactor
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Reactor wrote:
> Work in progress shot of a model that I've spent 4 weeks working on and 4 months
> ignoring. Mostly modeled in Wings 3D, some POV primitives. The green parts are
> control surfaces that have already been cut for animation. Once it is
> "finished" I'll put it in the object collection. Currently waiting on better
> cockpit instrumentation, landing gear, and various little exterior details...
>
>
> -Reactor
>
>
>
> ------------------------------------------------------------------------
>
Wow! Very cool, indeed. Hope you give it some badass racing stripes :D
--
Dan
GoofyGraffix.com
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> Warp <war### [at] tagpovrayorg> wrote:
>> Bill Pragnell wrote:
>>> Very nice. Can't wait to see the final; very detailed. I see quite a few
>>> triangulation artifacts - presumably they'll be subdivided away at a later
>>> stage?
>> He should try double_illuminate first. That should take care of most
>> of the artifacts, at no cost.
>
> You know, I haven't tried that yet. I do remember reading about that as a
> possible stopgap for shadow line artifacts, and the idea of it looking better
> without further subdivision is very attractive (though there are some parts
> that really do need subdivision, particularly the canopy when you get up close
> to it).
>
> The mesh is already at the 1.5 Mb mark, and this view doesn't have the chair or
> the basic instruments I've made. Of course, many of those are being converted
> to POV primitives, and the level of detail parameter will let the user decide
> what will be visible, but still.
>
> -Reactor
>
Don't subdivide the whole model, only the parts where it's usefull.
Where it can be done, try to reduce the number of triangles.
Alain
Post a reply to this message
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