"villa lake side" interiors
- drBouvierLeduc
- Posts: 412
- Joined: Wed Oct 11, 2006 2:32 am
- Location: france
Phenomenal, as usual. Just a fascinating thread to watch.
Got a few questions.
- It looks like you modeled the ridges in the teapot (rather than, or in addition to, using bump), so how many polys does it have? Same goes for the tray.
- Similar question for the fabric underneath. Just very curious to know more about your workflow.
Tiny remark, your porcelain is great (did you use your SSS Skin method) but the map is visibly mirrored. You might want to run in through Pshop and break that symmetry. Really no big deal though...
Got a few questions.
- It looks like you modeled the ridges in the teapot (rather than, or in addition to, using bump), so how many polys does it have? Same goes for the tray.
- Similar question for the fabric underneath. Just very curious to know more about your workflow.
Tiny remark, your porcelain is great (did you use your SSS Skin method) but the map is visibly mirrored. You might want to run in through Pshop and break that symmetry. Really no big deal though...
- drBouvierLeduc
- Posts: 412
- Joined: Wed Oct 11, 2006 2:32 am
- Location: france
@BbB : The teapot is about 200k. In that case I found out that a simple bump map wouldn't make it, so the ridges are modelled as you spotted (they are even more pronounced in the ref picture.
The tray has approx the same polycount (it's split in four parts so I can't really tell). I started from a very simple mesh, then used the array modifier several times.
The fabric is 150k. Not very satisfied with it though (see screenshot below), I might play with blender cloth a bit more. I didn't find yet how to manage self-collisions.
The tray has approx the same polycount (it's split in four parts so I can't really tell). I started from a very simple mesh, then used the array modifier several times.
The fabric is 150k. Not very satisfied with it though (see screenshot below), I might play with blender cloth a bit more. I didn't find yet how to manage self-collisions.
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- drBouvierLeduc
- Posts: 412
- Joined: Wed Oct 11, 2006 2:32 am
- Location: france
Very pleasant indeed. Your bump-mapped cushion suffers from the smoothing-breakdown-under-sharp-light-when-heavily-bumped problem. You're better off using the displaced pillow. But how many polys are you going to have in this scene? You might have to do some serious optimisation in order to push this through the exporter...
- drBouvierLeduc
- Posts: 412
- Joined: Wed Oct 11, 2006 2:32 am
- Location: france
When lite whith hdri it looks much better.
For the moment the scene has 1,5millions polys, and is 2/3 finished.
The only way to export this is to split the big meshes is several parts (for instance the displaced cushion is split in 8 parts here).
For the moment the scene has 1,5millions polys, and is 2/3 finished.
The only way to export this is to split the big meshes is several parts (for instance the displaced cushion is split in 8 parts here).
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- drBouvierLeduc
- Posts: 412
- Joined: Wed Oct 11, 2006 2:32 am
- Location: france
Yes it's a seam, where the mesh is split. That happens when you use several displace modifiers on the same mesh. It shouldn't be a problem on wider shots I guess.
Last edited by drBouvierLeduc on Fri Feb 15, 2008 11:38 am, edited 1 time in total.
The smoothing errors, the split mesh, the mirrored UVs - none of this will be a problem in the wider shots so I wouldn't worry about these too much. You might even find that, from a distance, you don't get that big a difference between displacement and just bump.
Also, I know you said you're not too happy with the rug, but I think it will look good in the wider shots too.
Also, I know you said you're not too happy with the rug, but I think it will look good in the wider shots too.
- drBouvierLeduc
- Posts: 412
- Joined: Wed Oct 11, 2006 2:32 am
- Location: france
Well, I needed books for the library, so here they are, in random disposition.
Those things take much more time than I expected (scanning, uv-mapping...).
@BigFan : regarding the rug, I was planning to transform the dead octopus into fluffy bits, maybe with dupliverts.
Those things take much more time than I expected (scanning, uv-mapping...).
@BigFan : regarding the rug, I was planning to transform the dead octopus into fluffy bits, maybe with dupliverts.
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