Here is the wire:
[url]http://www.imagebanana.com/view/nm5i1cjp/mp7wire.PNG[/url]
Hope you didn't get a heart attack :D
RoundCorners Material ftw.
[QUOTE=Saxor16;27822019]That's amazing, wireframe?
Pencil holder - 35k tris :dance: I love how the lowish quality GI and AA made it look more realistic (looks kind of fingerprinty and scuffed)
[img_thumb]http://img39.imageshack.us/img39/1333/pencilholder.jpg[/img_thumb][/QUOTE]
Yeah, I like using low quality GI too, makes things less "perfect". Maybe it's also good when you don't have a good texture or material..
[QUOTE=Pac_187;27822514]Here is the wire:
[url][URL]http://www.imagebanana.com/view/nm5i1cjp/mp7wire.PNG[/URL][/url]
Hope you didn't get a heart attack :D
RoundCorners Material ftw.[/QUOTE]
Man, wish Vrayu had roundcorners without rounding every single line..
[url]http://3dats.com/one_project/[/url]
Finally got it in the mail. Can't wait to crack it open
[QUOTE=Saxor16;27822674]Man, wish Vrayu had roundcorners without rounding every single line..[/QUOTE]
Or does it?
[img]http://i.cubeupload.com/VBXBTb.png[/img]
Top rendered with smooth edges, bottom with edges off. No mesh modifications were done.
can you bake normals with it???
[QUOTE=johan_sm;27823511]Or does it?
[img_thumb][URL][URL]http://i.cubeupload.com/VBXBTb.png[/URL][/URL][/img_thumb]
Top rendered with smooth edges, bottom with edges off. No mesh modifications were done.[/QUOTE]
now do it on a model with edges on a flat surface. a sphere, or this
[img]http://img204.imageshack.us/img204/881/ojojoj.jpg[/img]
There you go:
[img]http://i.cubeupload.com/njhXcJ.png[/img]
and wire:
[img]http://i.cubeupload.com/YaqynM.png[/img]
Obviously I can't try it on "this" because I don't have the model.
A sphere has no differences because it has no sharp edges obviously
And why isn't it bumping the non hard edges?
[QUOTE=Saxor16;27824678]And why isn't it bumping the non hard edges?[/QUOTE]
Why should it? Smooth edges are smooth, there's no reason to bump them
How does the wirefrmae texture determine what edges to not show up on?
[QUOTE=Saxor16;27824822]How does the wirefrmae texture determine what edges to not show up on?[/QUOTE]
Dunno, magic I guess.
Weird, it was doing this earlier,
[img]http://img84.imageshack.us/img84/8724/puraysutayshunsree.jpg[/img]
but now it's working pretty much like it should.
[QUOTE=DOG-GY;27824146]can you bake normals with it???[/QUOTE]
Yep it's possible.
In XSI it works the same way you would do it with a highpoly and lowpoly mesh.
Just duplicate your model and give the "highres" one the round corners material and the other one a default material without the round corners thing. Use Ultimapper to setup und bake.
Dunno how to do it in Max.
Pretty fast and easy way for small things ;)
[img]http://i14.photobucket.com/albums/a345/ajackss/instance_trouble.jpg?t=1296713451[/img]
Ignore the random gray overlapping building, I'm having trouble with Vray proxies, also ignore the misalignment, this is just testing, they don't seem to retain the texture information, and I can't just reapply the materials because there are like 9 different material sub/materials applied to the group. Is there anyway of converting an entire group to one mesh with one giant consolidated mult/sub material? That way I can just apply that material to the proxies and my problem is solved.
[QUOTE=Pac_187;27831179]Yep it's possible.
In XSI it works the same way you would do it with a highpoly and lowpoly mesh.
Just duplicate your model and give the "highres" one the round corners material and the other one a default material without the round corners thing. Use Ultimapper to setup und bake.
Dunno how to do it in Max.
Pretty fast and easy way for small things ;)[/QUOTE]
How do you bake in XSI?
[editline]3rd February 2011[/editline]
And how do you apply normals in XSI?
[editline]3rd February 2011[/editline]
And how do you get sexy shaders?
[QUOTE=Ajacks;27832693][img_thumb]http://i14.photobucket.com/albums/a345/ajackss/instance_trouble.jpg?t=1296713451[/img_thumb]
Ignore the random gray overlapping building, I'm having trouble with Vray proxies, also ignore the misalignment, this is just testing, they don't seem to retain the texture information, and I can't just reapply the materials because there are like 9 different material sub/materials applied to the group. Is there anyway of converting an entire group to one mesh with one giant consolidated mult/sub material? That way I can just apply that material to the proxies and my problem is solved.[/QUOTE]
lookin awesome though, cant find the overlapping building, too much awesome in the way
[QUOTE=Ajacks;27832693][img_thumb]http://i14.photobucket.com/albums/a345/ajackss/instance_trouble.jpg?t=1296713451[/img_thumb]
Ignore the random gray overlapping building, I'm having trouble with Vray proxies, also ignore the misalignment, this is just testing, they don't seem to retain the texture information, and I can't just reapply the materials because there are like 9 different material sub/materials applied to the group. Is there anyway of converting an entire group to one mesh with one giant consolidated mult/sub material? That way I can just apply that material to the proxies and my problem is solved.[/QUOTE]
If you click a editably poly, with a material applied, and Attach another one with another material, doesn't it automatically ask you if you want to divide the material into a Multi-Sub group?
Does anyone know how to transfer detail in zbrush from one mesh to another?
Essentially I've made some changes to a model in maya, but i want to use the highres details from the previous model.
The detailed mesh:
[img_thumb]http://dl.dropbox.com/u/20632/detail.png[/img_thumb]
The new mesh:
[img_thumb]http://dl.dropbox.com/u/20632/nodetail.png[/img_thumb]
EDIT:
I managed to get it to work almost by importing the new one ontop of the old one.
It transfered most of the details ok, but well...
[img_thumb]http://dl.dropbox.com/u/20632/sadface.png[/img_thumb]
[QUOTE=SweetSwifter;27833738]If you click a editably poly, with a material applied, and Attach another one with another material, doesn't it automatically ask you if you want to divide the material into a Multi-Sub group?[/QUOTE]
Yeah but I've got a few thousand separate objects, any way to do them all in one fell swoop?
[IMG]http://i931.photobucket.com/albums/ad151/mikkelfraskui/StueHires.png[/IMG]
A scene for a school project. Something's... wrong with the scale on things. Can't put my finger on it.
Chairs and table look way too tall in comparison with room height and bookshelf
Those metal tubes on the chairs feel like they're too thick.
Make the damn models to scale using the programs units. In 3dsmax you can even use inches and cm, and the default units are inches.
The room needs to be nearly twice as tall, the tubes thinner, the chairs smaller and the shelf taller.
[QUOTE=Ajacks;27834181]Yeah but I've got a few thousand separate objects, any way to do them all in one fell swoop?[/QUOTE]
Select By List? I take it you named everything correctly?
Got it to work in the end.
After importing to get the result in my last post, i created a super highres disp map, edited the displacement off of the first pair of legs. Then applied it to the new model. They shared the same uv's so it all worked out quite well.
Although, that makes it sound an awful lot easier than it was. So much faffing about with filetypes and bitrates to get it looking right :/
[img]http://dl.dropbox.com/u/20632/success.png[/img]
now to get to detailing it :)