objet desert v2 - linking stars wip -Update 3 - Linking Stars in the Desert

Started by inkydigit, December 11, 2009, 08:28:29 AM

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inkydigit

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same as my last post, added two topmod objects, I created after following the excellent linkingstars tutorial by sjoo ( http://www.topmod3d.org/forum/viewtopic.php?f=7&t=73 )
fiddly but fun!
I have some issues with faceting, and since this test have experimented with subsurf in blender to eliminate these (somewhat) easy to generate insane file sizes though!!;)
will post an update later....
thanks for dropping by and taking time to view/comment/critique, as these are always welcome and appreciated!
cheers
Jason

Henry Blewer

Try running the python script to reduce the polygon count, decimate I think. It is EXTREMELY a pain to get the settings right.
http://flickr.com/photos/njeneb/
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inkydigit

cheers njeneb!, python script??....where's that?

Zairyn Arsyn

now animate them, make them roll on the ground :):)
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mhaze

Great models and those textures are amazing - how did you achieve them?

Mick

Henry Blewer

The scripts are located in the Mesh/Scripts menu. The script is called Poly Reducer. There is also one called Poly Reducer (subsurf) .
The mesh menu is next to the mode selector at the bottom of the 3D view.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

inkydigit

@zaa1999...lol!
@mhaze....just reflective shader and default shader with pfs as colour functions, though you can get results with just a surface layer/power fractal/or default shader and a reflective shader...just play with the colours especially the underlying colour and the reflection tint!...see attached clip file, just attach this to your parts shader!
@njeneb, thanks for the pointer, and thanks for the blender to tg tut, helped me loads!

inkydigit

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here's an update for you:
same world different pov, increased the polys on these two, still not smooth enough, will tinker some more....

Henry Blewer

Are you modeling these using b-splines or as a mesh? B-splines make smoother curves. The resolution can be increased before converting the object into a mesh for exporting. I rarely use b-splines, so I can't be much help.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T


Henry Blewer

There is a way to use Null objects to deform meshes. I read about it somewhere and I can't remember where. Another way might be to build a inverse kinetics rig to deform the mesh curves. I have never worked with inverse kinectics with Blender. I was just getting ready to start, and T2 made Blender a secondary pursuit.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

schmeerlap

Very pleasing objects. Noticed blocky reflections of clouds in nearest object. Is that from the mesh faces not being smooth enough (as you indicated), or can it be resolved by increasing the quality setting in the Reflective shader.

btw: those are very impressive clouds.

John
I hope I realise I don't exist before I apparently die.

inkydigit

Quote from: schmeerlap on December 13, 2009, 05:41:57 AM
Very pleasing objects. Noticed blocky reflections of clouds in nearest object. Is that from the mesh faces not being smooth enough (as you indicated), or can it be resolved by increasing the quality setting in the Reflective shader.

btw: those are very impressive clouds.

John
thanks John, the reflection blockyness is due to the mesh, I have another version of this model I subsurfed in blender, it is smoother, but file size is over 10x!....I will probably set up another scene to test this with, as for the clouds, cheers, I was well happy with them myself!....standard 3d cumulus, low edge sharpness (0.007) quality ( 0.8 ) samples (300+) scattering colour is a pale warm peachy/beige! plus a few other tweaks...and some cirrus...

Henry Blewer

Thanks for the information on the clouds. It is just enough to really experiment in a direction which will result well.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T