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Subject: Assault Mech (part 2, legs) Comments pls!


Zhukov ( ) posted Wed, 11 October 2000 at 6:49 PM · edited Wed, 27 November 2024 at 5:16 AM

file_135021.jpg

Here is the progress so far. A 100ton+ Assault mech. It going to be a `chicken leg` configuaration so the upper leg part will connect to tthe large block above the shin bulge. Tell me whats right and wrong, etc. Thank Zhukov


ClintH ( ) posted Wed, 11 October 2000 at 7:13 PM

Looks really "right" to me! Great progress. Keep us updated. Clint Hawkin-Z GraF-X Carrara, Ray Dream, Poser Figures and 3D Add-Ons. Blinksm.gifCreepyHandPromoAnim.gif

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hoborg ( ) posted Wed, 11 October 2000 at 7:15 PM

I sense difficult times ahead rendering if your meshes are that tight. :) I like the joint, but the feet are really heavy in the poly count. Did you use the Spline modeler? If not, I suggest that. It's much better when it comes to poly-counts. Even if you have a really nice machine, if more of your mech looks like that, it'll bog down a lot. But it's a great model so far. Hoborg


Zhukov ( ) posted Wed, 11 October 2000 at 11:03 PM

Greetings, Thanks for the feedback, I never know if i am making crap or Art (or both?) Hoborg, I really have no idea what u are talking about, I heard something on posts that I read about poly limits and such (20k?) but I dont know how to go about limiting or counting them. The toes are 2 spline objects with squashed cubes for the cute articulation. Everything is spline since I havent learned the vertex modeler yet, hehe. The texture might make it look like there are lot of polys there? Is there a problem with making shapes like the shin in Carrara? I am a kind of obsessive guy, I took about 8 hours on that shin alone (granted I am still learning the program as I go) so I need to know if there are limits I should know about. (Wonders if the limits are why his Duality Drive engine, a huge model, was such a beast to render) ok, thats enough yapping for now. Thanks so much for responding. In a MechLab, Zhukov P.S. Is there anyway to do boolean ops on spline objects, i need to cut out a peice of that block, and i know that if i convert the thing to vertex, it will not go back to the realm of Spline.


hoborg ( ) posted Wed, 11 October 2000 at 11:14 PM

All I mean is that the poly count looks a little high. And actually there is a way to Boolean in the spline room, but only subtracting and only with another part of the same model. It's called "compounding" Make two squares in the spline room, one bigger than the other, and little one inside the big one, then click on create as compound. Hoborg PS. no one likes MIDIs.


litst ( ) posted Thu, 12 October 2000 at 7:50 PM

Good modelling Zhukov, I'll try to answer some of your questions. About vertex limits ... I think the only limit comes from the amount of ram you have, but you got to know that vertex objects often take much more ram than spline ones . I guess that it is because only the coordinates of the points that define your spline are stored in the memory, while with vertex objects, all the points have coordinates ( is that clear ? If it is for you, then explain me ! ;) ) You can count the number of polygons in an object with the "counter" function in the "edit" menu ( assemble room ) You can do some boolean operations with spline objects in the assemble room but it will convert the object into vertex . Depending on what you got to do, you'd better use the compound method Hoborg was talking about . I hope that helps you . Good learning ! litst


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