Page 1 of 1

Snakes on a plane...I mean Grill! (Warning lots of images)

Posted: Sun Aug 03, 2008 3:02 pm
by Borgleader
**All images are clickable for a higher resolution version**

Hi! :)

I'm having a little trouble here. So here's what I've been trying to recreate.

And you guessed it. I haven't been able to. Now here is what my material settings are :
Image

And here is the wireframe screenshot as well as a textured shot of the model
ImageImage

Here is a shot of my UV mapping. For those of you who might be wondering I put the sides and back faces in one spot that had a relatively uniform mid-gray color.

Image

And finally my renders...In order:
1.Blender Subsurf
2.No Subsurf
3.Blendigo/Indigo Subdivision (default settings)

Image
Image
Image

Any ideas on what I could do to fix this?

Posted: Mon Aug 04, 2008 1:26 am
by lar111
I'm guessing its the weird bumpy look that you are getting from the dispacement thats a concern to you...I have been finding that using a bit of blenders displacement and then also using indigo's displacement seems to work well, of course that means you have to subdivide the mesh a bit in blender first ( subsurf- simple subdivision). it just seems to give a more predictable result... can I ask, does your model have thickness? not that it matters I just couldn't quite see from the images whether it was a flat plane or whether it had any thickness.. Also ,is it a car emblem is it? ie its meant to be flat? if its only going to be a small piece in the final image you might want to just going with bump mapping instead...hope this helps

Posted: Mon Aug 04, 2008 1:36 am
by Borgleader
1. Yes it has thickness, I started with a cube and extruded till i got the shape of the snake.
2.Yes its a car emblem, from the Ford Mustang Shelby 500
3.Bump mapping could be an alternative as the piece should be small in the final result (compared to the rest of the car should I manage to model it)

I will try bump mapping & the simple subdivision thing. Thank you :)

Posted: Mon Aug 04, 2008 5:59 am
by Borgleader
The bumpmap is the only thing that gives a nice result. (See below)

Posted: Mon Aug 04, 2008 6:13 am
by Kram1032
Hmmm... Well, such a sharp texture needs pretty high poly counts. - or some kind of adaptive loop creating thingy, so that those sharp edges get displaced effectively without super high amount of unnecessary polygons...

Posted: Sat Sep 13, 2008 3:41 am
by simpo
The image has a very interesting concept...