3d animation/renders

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SMR 510RR
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Re: 3d animation/renders

Post by SMR 510RR »

Here is a Mobo I am working on. So far most of it is just a image but slowly building up the important parts.

ImageMobo-V1 by bearded4glory, on Flickr
VMX_SKYmx99
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Re: 3d animation/renders

Post by VMX_SKYmx99 »

Looking great so far man! Keep us updated on the progress.
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Re: 3d animation/renders

Post by meckazz »

Ready for outdoors!
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KTM57
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Re: 3d animation/renders

Post by KTM57 »

I bet you didn't even know I was a professional 3D modeler and interior designer.

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Boblob801
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Re: 3d animation/renders

Post by Boblob801 »

I still don't know
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KTM57
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Re: 3d animation/renders

Post by KTM57 »

The floating lamp is impressive, no?
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Pumaxcs
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Re: 3d animation/renders

Post by Pumaxcs »

I'm more impressed by how effective that Pinesol works on wood floors!

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Re: 3d animation/renders

Post by p2sta »

for those who didn't see it on my fb page. Job for PC (thanks to Patrick)
fullHD
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MrMx198
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Re: 3d animation/renders

Post by MrMx198 »

:shock: WOW. That is amazing!!!!! :shock:
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Boblob801
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Re: 3d animation/renders

Post by Boblob801 »

KTM57 wrote:The floating lamp is impressive, no?
I only just seen this some how.
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Re: 3d animation/renders

Post by Boblob801 »

I mean the post.
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m121c
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Re: 3d animation/renders

Post by m121c »

Image

Really should make a complete render with wheels and everything when I get a chance.
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Re: 3d animation/renders

Post by Kording »

That is a beautiful wire !!!
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VMX_SKYmx99
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Re: 3d animation/renders

Post by VMX_SKYmx99 »

m121c wrote:Image

Really should make a complete render with wheels and everything when I get a chance.
I know this is a dumb question, but what is the process of going from a hi poly model to low poly? I know you bake normal maps and what not for the loss of detail, but do you recreate the model? Is there a way to let the program you use simplify the mesh? Or is it a matter of merging vertices and stuff by hand?
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m121c
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Re: 3d animation/renders

Post by m121c »

Thanks Kording!

Although I haven't done this method practically yet (I've only tried it one time) I know you can either just delete the edge loops, extra polys, etc. but that would be really time consuming I know. The most common and widely used method would to re-topo the mesh.

What you do is, you basically "draw" you low poly wire over top of the high poly. Like it will place the low poly geometry within the bounds of the high poly mesh if that makes sense? So basically your high poly and low poly will not be far off from each other because you low poly was "drawn in the lines" of the high poly.

Or I've also heard of some people modeling a high poly, then modeling a completely separate low poly all over again. Idk how they could have the motivation or get it close enough to not throw off bakes or have any issues on a bigger scale project.

I think Benji does High -> low method, would be interesting to hear his take if true. I've always wanted to try it as it seems to be the industry standard now.
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