Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2024 Nov 28 3:44 pm)
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That's really nice, your VM skills are really great. Maybe you could post some tutorials on how you did all this, or some basic pointers on how to model organic stuff like this? Nice job. Nebula Supernova Studios
Attached Link: http://www.chez.com/litst/index/tutorials.htm
You right, it will be hard to find a way to make it move if i want to animate it some day . I was thinking about an sea horse for the main shape, but i don't remember how they move . Nebula, i already did a modelling tutorial for organic shapes in the vertex modeller . It's on the link ! For this model, i've used a few simple spline objects that i've edited in the VM using the techniques described in the tutorial . litstIf you do get around to animating it you might consider movement similar to a manta ray... using the pectoral fins to "fly" through the water. A sea horse uses a fin on its back to provide forward movement. But its tail is prehensile which may add an interesting characteristic to your creature. Very nice model, by the way
Thanks Steven, Yes i do see those things . Note that they can be black on a clear blackgroung or white on a dark background if the light casts no shadows . See, even on the subdivided version of the models it often happens on some parts . It's because sometimes i don't need much details on the model, so i try to keep the poly count low . But then, i got to add some detail to avoid the renderer to cause those unwanted black areas . I think (but i'm no mathematician ) it's because the renderer doesn't handle the fact that normals can change because of the perspective . See what i mean ? I think it reacts like it was an isometric cam, but it's not . Anyway, whatever might be causing that, i hope Eovia will fix it ... Do you see the bright area on the belly of the creature ? It's the same bug, caused by a flash light attached to the cam, and that casts no shadows . litst litst.@freesbee.fr
The shadowless light effect is something I had not noticed before. Wonder if it is related to the normals problem. I agree with you that the normals often are not interpolated smoothly across polys. Past a certain angle, they go black. If this problem is not fixed in the next patch, I've already become something of an expert at retouching black patches out of existence! SMcQ
Well, I couldn't retouch that! I've seen the same thing with conical cameras. A cube with smoothed edges is the simplist example. Even in high poly meshes, there often will be a little sliver of black where it is hard to eliminate. One workaround is to crease edges near the offending black spots. The problem is one of my major annoyances, too. SMcQ
You're right Izuel . Thanks to you, now i think i understand better why it does that : near some edges, the ray of the renderer pass through the goemetry and continues his way until it "collides" on a surface . Wich is most of the time the inside of the object . The inside can be lit or not, depending of the light settings . Did i get it this time ? litst
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