Show off your final renders
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Kram1032
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by Kram1032 » Mon May 07, 2007 6:28 am
yup it is

But there also is no "first version" of it... still beta
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SimonLarsen
- Posts: 289
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- Location: Odense, Denmark
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by SimonLarsen » Mon Jun 04, 2007 2:34 am
Hey.
I've just downloaded TopMod, and it seems pretty easy to use, but i can't rotate my mesh. What shall i press?
I can't hear what the guy in the instructional video says, because of his crazy French accent.
Edit: Finally it worked. It was the Alt-button.

(But I though i'd already tried it.)
Great program.
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Kram1032
- Posts: 6649
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- Location: Austria near Vienna
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by Kram1032 » Mon Jun 04, 2007 2:59 am
I never thought, that it's a french accent, lol
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SimonLarsen
- Posts: 289
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- Location: Odense, Denmark
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by SimonLarsen » Mon Jun 04, 2007 3:11 am
Nah, might be Dutch, i dunno.
Sounds funny anyway.

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Kram1032
- Posts: 6649
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- Location: Austria near Vienna
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by Kram1032 » Mon Jun 04, 2007 3:13 am
funny, indeed

He must be nice...
I'd like to know, if the Backgroundrumor, that's sometimes there, is his Family

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SimonLarsen
- Posts: 289
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- Location: Odense, Denmark
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by SimonLarsen » Mon Jun 04, 2007 3:53 am
I'd like to know, if the Backgroundrumor, that's sometimes there, is his Family

Yeah, it probably is.
First TopMod-test. Nothing special.
It has a specular+sss material with some random settings.

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CTZn
- Posts: 7240
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- Location: Paris, France
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by CTZn » Mon Jun 04, 2007 4:34 am
Please don't post thumbnails, I would not connect to imageshak at any price. Even if they are hosted there you can post the full image, thanks.
It's not a french accent

and one good thing to do if you use and like TopMod is to tell the author, or it's likely there will never be an update. BTW the navigation scheme is from Maya

obsolete asset
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SimonLarsen
- Posts: 289
- Joined: Wed Apr 18, 2007 1:52 am
- Location: Odense, Denmark
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by SimonLarsen » Mon Jun 04, 2007 5:18 am
Actually, I changed the url the thumb linked to, to spare you the annoying ads.
Whats wrong with Imageshack, besides the ads?
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rluiten
- Posts: 6
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by rluiten » Mon Jun 04, 2007 10:20 pm
Love the pictures posted so far.
I started tinkering with topmod/blender/indigo a few weeks ago.
Was hoping might find some others using.
I stumbled on a text file with a list of keyboard short cuts for topmod.
Some were incorrect and others were missing so i have been trying things and updating a new version of the text file over the last 2 weeks.
Ill post 2 pictures as well after this.
I name this file "TopMod Shortcut Keys 20070604.txt"
Cant attach a text file so will paste it here.
================ cut here =================
Some collected and discovered TopMod shortcut Keys.
lower case letters are just pressed.
upper case letters are shift-letter to use
? marks things i couldnt figure out or i dont understand
Modelling Commands
N = Compute Normals and Lightning
A = Deselect
c = Corner Cutting Remeshing Operation (Subdivide-Algorithm)
d,D = Doo-Sabin Remeshing Operation (Subdivide-Algorithm)
s = Catmull-Clark Remeshing Operation (Subdivide-Algorithm)
S = something ? not sure
h = Honeycomb (Dual of Root-3) (Subdivide-Algorithm)
m = Create Sierpinski Tetrahedra Remeshing Operation (Subdivide-Algorithm)
k,K = Pentagon Preserving Remeshing Operation (Subdivide-Algorithm)
z,Z = Create Wireframe
R = Rind Modeling (Scaling) with Scale Factor 0.85
Z - makes a wire frame out of the cube
H - makes a Permutahedron out of the cube
R - places a smaller cube centered within the original cube
which you can only seen by toggling ctrl s ?
o = makes a tesellated hole thru the faces toward center of object it seems - diagonal edges ?
O = makes a tesellated hole thru the faces toward center of object it seems - not diag but square edges somehow ?
Create Objects resets object state to this
C = create cube
M = create stack cube of 3x3 cubes with hole through 3 axis one cube wide
these are independent cubes not linked at all
y,Y = makes 12 Sierpinski pyramids
Non Modelling Commands
e = print edge list to console
f = prints face list to console
g,G = Grid On/Off
q,Q = Quit
x,X - removes the colored 3d axis
ctrl r = Reverse all Normals
ctrl s = toggles a heavy outline around the object
ctrl w = toggles the outline of the object
ctrl n = removes the outline of the object
ctrk z = undo
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rluiten
- Posts: 6
- Joined: Sun May 20, 2007 5:35 pm
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by rluiten » Mon Jun 04, 2007 10:23 pm
A pic.
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Attachments
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- Topmod model.
Blender scene. + Blendigo exporter.
Indigo Render. - MobFrame01-t1.jpg (139.31 KiB) Viewed 5204 times
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rluiten
- Posts: 6
- Joined: Sun May 20, 2007 5:35 pm
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by rluiten » Mon Jun 04, 2007 10:26 pm
This one is not made with topmod. I used Sculpture Generator.
link found here.
http://www.cs.berkeley.edu/~sequin/SCULPTS/scherk.html
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Attachments
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- Model Sculpture Generator
Scene Blender + Blendigo export
Render Indigo - im1180535551 glassmod01.jpg (141.08 KiB) Viewed 5201 times
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Kram1032
- Posts: 6649
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- Location: Austria near Vienna
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by Kram1032 » Tue Jun 05, 2007 2:16 am
if you slightly tweak the yellow one, you get a perfect infinite rail
the glass-thing looks good, but something is missing, there.
Maybe, you should try to only use the podest and remove the room, but therefor add a HDRi, of a park, or such... If you find one.
Last edited by
Kram1032 on Tue Jun 05, 2007 3:44 am, edited 1 time in total.
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CTZn
- Posts: 7240
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- Location: Paris, France
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by CTZn » Tue Jun 05, 2007 3:23 am
Nice nice nice

looks like the faces are in contact, but vertices unmerged in second pic, the caustics are incorrect I'd say...
@Kram: what should be tweaked then ? I see it's looping ok...
obsolete asset
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Kram1032
- Posts: 6649
- Joined: Tue Jan 23, 2007 3:55 am
- Location: Austria near Vienna
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by Kram1032 » Tue Jun 05, 2007 3:46 am
yes, it looks fine, it loops fine, but the caustics would look better, if it was a glass-statue in a park, or such.
I don't mean the object itself, but the environment.

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DaveC
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Contact:
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by DaveC » Tue Jun 05, 2007 4:23 am
rluiten wrote:This one is not made with topmod. I used Sculpture Generator.
That sculpture generator is pretty sweeeeet. Thanks for the link.
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