Anim8or Community
Artwork => Finished Works and Works in Progress => Topic started by: Ralf1324 on January 17, 2008, 06:42:52 pm
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(http://fc03.deviantart.com/fs22/f/2008/017/2/c/Fresnel2_by_Ralf1324.jpg)
REALLY pleased with the way this came out...Just need to edit one thing in the final rendering. Will do that another time. Please tell me what you think ^_^
Anybody know how I can make the circle in the middle of the cubes in front of the fixture more circle-like? Right now it is like a 20 sided shape and it bothers me. Thanks.
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You just have to set a higher number of divisions when lathing... You can't enter a higher number than 32, but it should be enough...
Very nice model by the way, I really like the details.
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Thanks..I didn't lathe that...I made a cube and used terranim8or to perform a boolean subtraction function...And the mesh I used to subtract was a cylinder.
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Wow.... I'd never thought of doing it that way, seems too complicated for me... I thought RudySchneider sent you a file with the lathed mesh in the other thread (??)
Anyway, if you can't/don't want to lathe the mesh, I can't help you, I don't know any other way...
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I might try lathing it, but how would I? It's a cube with a circle in it...How would I lathe that???? Anyway..The lathed thing sent to me in the other thread was the lens...I used it as an example (I had never learned about splines and lathing and whatnot before that)..Still a newbie...still learning ^_^
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Oh, I now I understand... I thought that you mean the lens, now I realised that it's the hole itself you're speaking about... Sorry, my mistake...
Ok, so how to make the hole in cube... I've seen a topic about this a few days ago in General Anim8or Forum; it's a lot of work in Point Edit mode...
Anyway, boolean substraction is probably the easiest way (although it doesn't always work as you want...). My suggestion is to lathe an object (kind of cylinder) exactly in the shape of the hole and use this object for boolean substraction instead of cylinder; you can also use a cylinder with more longitudes (if you doubleclick a cylinder, you can edit number of longitudes/latitudes...)
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Awesome. I'll try that. Thanks. ^_^
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hey
apart from the issue with longitudes, that's a really, really cool model. my suggestion would be to stick with your current method, but use a cylinder with a much higher longitude setting for your subtraction mesh, like kubajzz said right at the end of his last post.
keep up the good work!
- colclough