Artwork > Finished Works and Works in Progress
Gyperboloid's Lab
Gyperboloid:
Wow, nostalgie :-X
I'll restart this thing all over again. And I mean the Lab in general, not the models I originaly posted like...ages ago :o ( though I think that I'll recreate them somewhen in the future...maybe ). As I said years ago, in my last post here, I'll keep things simple but correct though. Some projects in progress, but mostly some finished models, while most of them I think for some time I'll keep posting untextured, no scenes, no lighting set up . After some time I'll start add mostly finished projects, still renders. Finaly, hope I'll do some animations.
At the same time I want to start in the General Anim8or Forum something like a modeling thread, dedicated to modeling in Anim8or specifically. Everything about modeling in Anim8or, like from how to drag an edge properly to some more complex things, usage of all tools available, some hidden tricks and possibilities. It will intend to help mostly begginer users ( as me myself, despite the fact I downloaded Anim8or for the first time 7 ( !!! ) years ago ). But also advanced users maybe will find new approach to already known to them aspects and in general it will be interesting to see how others anim8ing 8). I think a " How whould you do it " topic name will fit in.
Now, as for the current thread, to give a kickoff, I'll post a WIP of an appartment which I started modelling not long ago ( like 2 months ago, spent about a week ) and which was the reason to return to Anim8or again. Though I haven't touched it for 2 months ( and wont do so for another one for sure, due to be busy ), I hope I will have some progress and maybe will finish it before the end of the year ( lot of things to do, as the original idea was to create a whole exact copy of an existing room, while to also add some stuff that does'nt exist to see how it will fit in.)
kreator:
I would Opt for a Box to start Then Cut out anything that you want Doors, windows etc rather than making separate walls. The construction would be quicker
Gyperboloid:
Yeap, Kreator, this question popped up during modeling, and I actually had it along my other questions for ever. That's why I think creating a thread about modeling whould be a supa-dupa idea, since everybody can say a word or two about it, especialy when there are some advnced old timers here on the forum. As for the house/room building particulary, I had a question how do everybody modeling such things since there are some ultra photorealistic renders of interiors out there. Does that thing "work", the "faking"? I mean I have seen some stills, images and lot of the time artists provide the wireframe pictures of the scenes and while on the renders you see an almostlikeinreallife view, in the wireframe you realise that there are a bunch of simple planes and almost low poly objects, that with a good use of textures , lighting and of course a bunch of specific plugins give that superb final result.
You see, there's kind of a paradox with me, maybe a wrong view on that theme. As goes for CG 3D it's kind of a whole " fake thing" in general . But the funny thing is that I think that there should be as less as possible faking inside it. I mean things like fake modeling, sticking objects in other and stuff instide of " like in real life " modeling e.t.c. But since there are thousands of good renders out there and everybody use that faking less or more, my point of view is wrong and I have to review it :)
Now about the particular project, yes it was like hard time to model it, just in terms of time of course. Since I wanted to create a copy of an existing place, I used Anim8or CAD measures with an accurasy of 1 cm ( 1 Anim8or unit = 1 cm in real world ). And it was pain to click every time almost every single edge to see its length, the position of the points e.t.c. But I'll see through all that buiding theme of course later to figure out how things work better.
ENSONIQ5:
For me, the modeling technique chosen depends on what the model will be used for. Creating low-poly models is important for gaming but less so for other uses, gone are the days where poly count was all-important due to limited computing resources*. Most of my models are used in animations and are often combined with live action, so I tend to build them like movie sets. If this was the purpose of your room it would make sense to build each wall as a separate object so you could hide or remove individual walls to allow the camera to be positioned with greater freedom. If its primary purpose is an an architectural study then various techniques could be employed, so long as the end result was clean and accurate. The same measure can be used to determine the level of detail, such as whether some intricate detail should be modeled or if you can get away with bump mapping or some other shortcut. In other words, let the 'purpose' of the work drive the method of its development.
* Low poly, or perhaps more accurately 'minimum effective polys', is very much the preferred method for organic modeling that will be subdivided or morphed.
kreator:
--- Quote from: Gyperboloid on August 14, 2017, 09:25:39 am --- Since I wanted to create a copy of an existing place, I used Anim8or CAD measures with an accurasy of 1 cm ( 1 Anim8or unit = 1 cm in real world ). And it was pain to click every time almost every single edge to see its length, the position of the points e.t.c.
--- End quote ---
I have been trying that with some buildings I want to make in Cardboard for a 4mm scale loco layout . I have just selected the Grid to represent 4mm to a foot seems to work ok at the moment.
I create the building in top view then render at 3508 x 2480 that gives me a 300dpi image on A4 paper which when measured is the correct dimensions for the scale. Eventually I will add instructions on how to build the Object in Acrobat along with the images
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