This scene is a test of several things at once:
- Worn marble texture under sun lighting
- SSS liquid (coke in this case)
- Modelling realistic cut crystal glassware
- Brushed metal surface
I originally got into 3D rendering because for as long as I have memory I have always been facinated by the reflection and refraction of light. As I teach myself the fine art of 3D modelling I am always leaning toward objects that either bend or bounce light, preferably both. Cut crystal has got to be just about the epidimy of that.
I use Blender as my primary modelling tool and generally model using polys only, no nurbs, no subdiv, just polys. Recently I started playing around with MoI and was stunned by the ease with which one can create complex shapes. I decided it was time to tackle my holy grail of cut crystal and proceeded to get down to modelling a tumbler in MoI. Within about 30 minutes I had built WytRaven's Cut Crystal Tumbler Mk I. I exported into .obj (after screwing around for about another 30 minutes with the tesselation parameters). Once in blender I was appalled to find my lovely tumbler was a whopping 150,000+ polygons; dirty,messy polygons at that. I did a test render and wasn't overly impressed with the results.
I went back into MoI and built a second tumbler, much better design this time but still exported to a bloated and messy poly object. Now don't get me wrong here MoI does a pretty amazing tesselation job under normal circumstances but once you start performing lots of boolean operations etc it quickly gets confused.
Frustrated by these inefficient results I decided to bite the bullet and do what I do best and build my tumbler from good old hand wound polygons. 8 hours of painstaking modelling later I am very happy with the results. I love polys and these tumblers stand testament to the validity of my love. Not a single superfluous polygon to be found here
These tumblers were built without the use of any booleans or any other such 'tools' just hand placed vertices. Ok, yes, I am a control freak and I'm proud of it!
Original render 1920x1200 (50% reduction shown) and last time I saw the stats it had reached around 1600 samples per pixel. I was going to let this go much longer...
Who needs 150,000+ polys ???