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Subject: Historical Arch-VIZ WIP, Re-creation of first Saltair Pavilion, 1893-1925


50parsecs ( ) posted Tue, 15 June 2010 at 7:37 PM · edited Fri, 24 January 2025 at 12:35 AM

file_454493.jpg

This is project that I'm currently working on for fun. I saw a picture of the first Saltair dance and bathing pavilion on Shorpy's Historical picture archive site, and decided it would make a challenging and fun project.

The original Moorish-inspired structure, and its cresent-shaped piers stood on 2500 pilings located 4000 ft from the Eastern shore of the Great Salt Lake, and was reached by a long railroad trestle.
   There are no blueprints, drawings or elevations known to still exist, but I was able to find quite a few pictures via web searching that are making it possible to figure out proportions and scale.
   
I must say that I'm very happy with Carrara's renderer; though I've modeled this with mostly quads and some tri's,(using Wings) I know there are a few "N-gons" still lurking in the mesh. But Carrara doesn't seem to care, as long as all the polys are planar. I've read on various boards that a lot of Arch-VIZ guys use, and depend on N-gons and (shudder) booleans to make their Building and structure models. Does using an occasional N-gon make me a bad person? Do any of you guys stoop to using them?


thomllama ( ) posted Tue, 15 June 2010 at 8:20 PM

 looks pretty cool






Hexagon, Carrara, Sculptris, and recently Sketchup. 



50parsecs ( ) posted Tue, 15 June 2010 at 8:25 PM

Thanks Thomllama.


MarkBremmer ( ) posted Tue, 15 June 2010 at 8:48 PM

 Tidy work!






50parsecs ( ) posted Tue, 15 June 2010 at 9:12 PM

Thank you Mark.


headwax. ( ) posted Wed, 16 June 2010 at 12:25 AM

 Hya   50parecs,

grand to see  someone working on a good project. Nice texture work too. Bumpmaps?
Or new normal maps   from c8?


Analog-X64 ( ) posted Wed, 16 June 2010 at 5:36 AM

I have no idea what n-gons and planars are, but I like it. :)


rexus ( ) posted Wed, 16 June 2010 at 12:57 PM

 impressive details. great!


50parsecs ( ) posted Wed, 16 June 2010 at 11:03 PM

Hello Headwax, and thank you. Actually, I've only used bumpmaps here because the details tend to be very close to the surface, or inset and most angles I would render at would not betray the bumpmap relief as not being actual 3D. If I decide to zoom in for a closer shot I might go ahead and convert my bumps into normal maps with CrazyBump or xNormal, or somesuch. I'm really excited that Carrara8 is incorporating normal maps into its core functionality. I haven't tried painting any normal maps within Carrara yet.
  Thank you Analog. As I understand it, an n gon is a polygon with any number of sides more than 4.
Of course 4 sides make a "quad", which is the ideal. I should have said co-planar, instead of "planar".
Co-planar just means polys that share the same flat surface.
Thank you Rexus.


headwax. ( ) posted Wed, 16 June 2010 at 11:07 PM

 thanks 50parsecs, I hevn't played with the normal maps yet. Time, time, that's all we need.


noviski ( ) posted Thu, 17 June 2010 at 11:18 PM

Perfect, 50parsecs! Amazing work!


headwax. ( ) posted Thu, 17 June 2010 at 11:23 PM

 just saw the comment on N gons - if they are coplanar won't carrara merge them if you ask it?
Personally I don't care ngons unless you are trying to model a curved surface -as you said - or keep the poly count down. Gee, if you do edge looping you  always get a few.


50parsecs ( ) posted Fri, 18 June 2010 at 6:02 AM

Thank you Noviski. :) Since I've UV'd some of the models I was a bit reluctant to try merging since it might mess up the mapping. I guess I could just use a duplicate file and see what happens.


Thelby ( ) posted Fri, 18 June 2010 at 7:01 AM

That is some fancy work, looking pretty good!!!

I would rather be Politically Incorrect,
Then have Politically Correct-Incorrectness!!!


50parsecs ( ) posted Sat, 19 June 2010 at 4:12 AM

file_454632.jpg

Thank you Thelby. I decided to do a render test of one of the pavilion's 4 towers and a section of the wall. Glad I only have to make one good tower of this type, and then I can duplicate. I'm thinking that I can get away with using bump, normal, and alpha maps to replace a lot of polys in certain areas, especially if I try to animate.


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