Artwork > Finished Works and Works in Progress

Old house WIP

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dwsel:

--- Quote from: headwax on October 06, 2011, 09:03:56 pm ---hey great stuff :)

For me I would bash it around a bit use a warp modifier? Just pull a few verticies around so the building looks lived in.
Has anim80r got soft select - can't remember - if so that would help.

--- End quote ---

Thank you!

I believe only bones have soft selection, though house is not single object i guess it won't be that easy to push vertices around now. There's a lot of object instancing going on here - just to keep file and display light. There's one repetition quite strongly visible at the front actually that I have to fix ;) Making it more natural is good idea. I'm considering giving wooden bars hourglass shape (thinner at the middle) or a little bit more noise later.

headwax:
Instancing? You using a replicator in Carrara? That'll keep the vertex count down. But if you want to you can turn the instances into meshes, group the whole lot, export it as an obj file. When you reimport it you will h ave one object that you can mess with.

dwsel:

--- Quote from: headwax on October 07, 2011, 11:06:20 pm ---Instancing? You using a replicator in Carrara? That'll keep the vertex count down. But if you want to you can turn the instances into meshes, group the whole lot, export it as an obj file. When you reimport it you will h ave one object that you can mess with.

--- End quote ---

Main rule of this comp is to use Anim8or only (using UWMapper and Terranim8or different renderer from scanline/ART is in fair use area). This is fully modelled with Anim8or and 2 layers were rendered in ART.

Instancing is done by simply adding to scene one object (i.e. single wooden bar) several times, and placing them according to plan/design is SCENE mode. As in Anim8or there's no 'duplicate object' command it can be faster to duplicate objects in scene using.... copy and paste in notepad ;) There's obvious difference of file size on disk (not checked difference in memory yet) compared with using instancing in object mode (with the ASL script available on forum). Pity there probably won't be speed up in display (there should be dedicated instancing tool in scene mode with bounding box preview).

I came to the same idea after reading your suggestion that exporting/importing a whole would help. If I wanted to join whole scene into one object (another useful command that would be great if existed in Anim8or) I'd indeed have to export the whole scene using Ani2pov and import back the *.obj file.

In 3ds Max i.e. I guess I would be able to apply modifier (bend, taper, ffd) to the group of objects just like that: http://docs.autodesk.com/MAXDES/13/ENU/Autodesk%203ds%20Max%20Design%202011%20Help/files/WSf742dab04106313366400bf6112a1cea097-7ff4.htm

headwax:
thanks dwsel

My workflow wouldn normally be to make the whole lot in obj mode.
It's a good idea of yours to do it in scene mode to keep memory down.!

I guess I have been spoilt recently. I am presently working on a 1.2 gig carrar file - so no need to keep poly count down.
Yet. :)

good luck with the comp!

dwsel:

--- Quote from: headwax on October 08, 2011, 03:35:14 pm ---thanks dwsel

My workflow wouldn normally be to make the whole lot in obj mode.
It's a good idea of yours to do it in scene mode to keep memory down.!

I guess I have been spoilt recently. I am presently working on a 1.2 gig carrar file - so no need to keep poly count down.
Yet. :)

good luck with the comp!

--- End quote ---

Thank you!

The file size is currently ~2,8MB only. Out of curiosity I compressed it to *.rar archive to find out that it has then 359KB... so the scene is pretty well optimized ;) However there's not that much advantage in memory, as textures in *.jpg format take 25MB in total, so again it's ~500MB in memory.

Small update here:
Current version (raw Anim8or render), and some effects tests on version between current and previous.
I plan to plant some willows (Common Osier http://en.wikipedia.org/wiki/Salix_viminalis ) and more grass as well.

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