3d animation/renders
Re: 3d animation/renders
Here is a Mobo I am working on. So far most of it is just a image but slowly building up the important parts.
Mobo-V1 by bearded4glory, on Flickr
Mobo-V1 by bearded4glory, on Flickr
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Re: 3d animation/renders
Looking great so far man! Keep us updated on the progress.
Re: 3d animation/renders
Ready for outdoors!
Pastrana and Twich are both Awesome but NOBODY is in Pastrana's league. Everyone knows that....
Re: 3d animation/renders
I bet you didn't even know I was a professional 3D modeler and interior designer.
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Re: 3d animation/renders
The floating lamp is impressive, no?
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Re: 3d animation/renders
I'm more impressed by how effective that Pinesol works on wood floors!
Re: 3d animation/renders
I only just seen this some how.KTM57 wrote:The floating lamp is impressive, no?
Hi
Re: 3d animation/renders
Really should make a complete render with wheels and everything when I get a chance.
Re: 3d animation/renders
That is a beautiful wire !!!
Tennis, Basketball and Baseball all requires one ball
Motocross requires two!
Motocross requires two!
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Re: 3d animation/renders
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?m121c wrote:
Really should make a complete render with wheels and everything when I get a chance.
Re: 3d animation/renders
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.
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.