Dotted Surface 3d Modeling

🤖
27 Jun, 2012 Konstantin
27 Jun, 2012 # Re: Dotted Surface 3d Modeling
Hello everyone, and again the question, modeled handle just such a render it, in v-ray rt because even with 480 * 320 d v-ray Raeder terribly long, I see from the huge amount of poligononov which also became a problem. how to simulate a handle to a mene number of polygons does not rolls over, and she looked beautiful, I have left about 100 thousand, and 10 of these pens in the viewport has tormazit, and if anyone knows how to here such faceted bevel clean it was formed after it has made on this handle even the number of edges on the arm length and the same chamfer, but where there was no chamfer is what the anti-aliasing, although the ribs as much. Thank you!!!!


28 Jun, 2012 Usco
28 Jun, 2012 # Re: Dotted Surface 3d Modeling
Before I never used a simulation method (without TurboSmooth). That did polygons like not much, but it was all "wrinkled". Help Max (RenderStuff). Max (RenderStuff) tell me how to do properly if you do not use TurboSmooth, and have smooth curved surfaces. How I did: -Make cylinder with 12 segments - applied TurboSmooth 1 time (so it was smoother), skolapsil - squeezed scale to a small segment of the oval --otdetachil 4 recesses -Full version 1 small tapered cylinder (future depressions) - multiplied from different angles - ProBoolean applied to the segment (there were indentations) -Dolgo cleaned the extra point and cut faces (from the point to the corners) - chemfer on the edge of the recesses, using 2 smoothing groups - copied segment 12 series - priatachil - merged point - all bent Bend, st.


28 Jun, 2012 Maks (Staff Author)
28 Jun, 2012 # Re: Dotted Surface 3d Modeling
Hello! Here is a more appropriate topology for such a form. About smoothing groups, Usco, you all right. Method of achieving such a form, in principle, not critical. The main thing to get the net 🙂 If you talk about polygon modeling, I would have flattened sausage made from segmented tubosmutom vyyatnutogo boxing konverntnul in editabl poly, highlighted squares on the places where there should be a deepening (if no squares - Connect need to finish), once INSET once msmut once The shrink negative ekstrud. Select bumpers recesses, and make chemfer.


27 Jun, 2012 Konstantin
6 Jul, 2012 # Re: Dotted Surface 3d Modeling
Sdorovo, thank you. bolbshoe all turned and poligonv only about 10,000, only about a group chgoazhivaniya not understand, like and without it all turns out, and why should they?


28 Jun, 2012 Usco
7 Jul, 2012 # Re: Dotted Surface 3d Modeling
Constantine, hello. 10,000 Polycom for 1 pen - mine is "too 🙄". You can meet for close camera angles, and so: And for the future - and it is too much, can be further reduced. Smoothing groups used when you do not want to apply, and overloading TurboSmooth model polygons (an example of this with a pen - a model not primnyal TurboSmooth), and at the same time make the model smoothed.


27 Jun, 2012 Konstantin
8 Jul, 2012 # Re: Dotted Surface 3d Modeling
Usco, you really well, but I'm not very good poluchetsya, please, if not broke, tell me how you're a model such as the grid in the last example, I do so here: 1) created a cylinder 2) using konekt created additional edges 3) isolated squares, insert + mezhsmuss as advised Max, then ekstrud, chamfer, and further understood with smoothing groups: Vprintsepi happened, but you like it better =) And if you know someone realties, tell me how to simulate the circle? round or polygon in the working plane sonutoy? but then I have always sided poluchaetsya 8 = ( and it is necessary so:


28 Jun, 2012 Usco
8 Jul, 2012 # Re: Dotted Surface 3d Modeling
Here: Now the question to Max (RenderStuff) - how much is appropriate and what is the correct next steps ?: If it is written "... The shrink again, a negative ekstrud. Select bumpers recesses, and make chemfer." it is impossible to do exactly, there is such a bunch of Ajay that then not know how to rake 🙂. Maybe there is a way to do it somehow easier?


Add a comment

Name:  


Anti-spam challenge (please check if you agree with this and uncheck if not)
Yes, I am a spam-bot.
Yes, I am a human.
Terms of Service

RenderStuff © 2008