50parsecs opened this issue on Jun 15, 2010 · 15 posts
50parsecs posted Tue, 15 June 2010 at 7:37 PM
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