Artisan Plugin (SDS2).....Cave
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look closer!
or click to enlarge (so to speak)
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It still can prick, eh?
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That gives me the willies
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Would be brilliant if it would glow in the dark like that in real life
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looks so cool! I can't wait either!
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@hfm said:
Would be brilliant if it would glow in the dark like that in real life
yeah i wouldn't need a light on my camcorder
stop bastardizing my renders lol
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Something its happening with this cave oli, I tried to tell you but you didn't listen.
Lot of weird creatures will visit it, I know. -
@unknownuser said:
stop bastardizing my renders
Think of it as An "Homage"
Its only cuz they are just so awesome.
We're not WORTHY!!! -
thanks man hehe, i'm making a tutorial for this scene...from modeling to rendering to photoshop touch-up. It could literally be made in minutes, although it took me hours of fannying around.
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@olishea said:
i'm making a tutorial for this scene
That's, like, totally awesome, as the Bard would've put it.
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it'll be done in march. very simple for rendering etc...there are only 2 materials, water and rock.
a view from above. look how clean the mesh is around the column caps, its completely homogenous, no intersecting or anything....thats a typical proxy to the right. Deleting internal faces helps create a clean result. (remove inner faces.rb). this is an early version of the model before I sculpted the floor, notice how it was flat.....you can paint contours into it.
i removed the walls for clarity....they were made using the free hand tool, push pull and then artisan, about 5 minutes each.
just messing around:
a remake of pollen, to see if its possible in SU.
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To beta testers:
Does it behave like Wings 3D, where you can toggle from proxy view/smooth view with just a key press? -
Have we mentioned we can't wait.
Really cool stuff. -
Ecuadorian: you can subsmooth in one click yes....it previews the geometry so you don't have to execute the command unless you are sure.
I used Wings3D a lot, thats why I remade some images just to see if SU can do it. Instead of using spheres I use geometric domes instead, resultant subdivision is always cleaner (for these ballsy images haha)
here is an image I used to help describe a uni project....an undulating, evolving programme moving between sites of potential intervention.
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Nice last one oli.
A tip for box modeling:
Instead of using pushpull and remove inner faces rb, I found more helpful to use [F] command and move tool. -
thanks michalis, yes you are right.
here is another scene I'm working on, kinda like the kunsthaus, graz. http://www.google.co.uk/images?hl=en&xhr=t&q=kunsthaus+graz&cp=11&um=1&ie=UTF-8&source=og&sa=N&tab=wi&biw=1934&bih=1102
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I'm a little confused, this grid doesn't seem to follow geometry-topology. How is this possible?
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i intersected the geometry with a grid after subdivision....its just a WIP to get some framing in there, its not supposed to follow the topology
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I don't have a lot of call in my daily workflow to design caves or sea monsters.. . .but this is gonna be so cool!
Oli. .. Now yer just showin' off!
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You mentioned "textured in SU" in your first post. Is there any texturing/UV tools in it?
Also is it possible to revert back to the unsubsmoothed version for further editing?
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