[TUT] Profit Made Easy pt 2
Pt 1: http://www.h2vista.net/forums/showthread.php?t=6173
So, you have your output which should look like so:
http://img77.imageshack.us/img77/2314/render1ia2.jpg
Most people would stop at that and show the model--but they're forgetting that its key to show the wireframe to demonstrate the construction of the model and (if necessary) get help on triangulation, to lower poly count or to fix edgeloops (specifically on organics).
Here's how to do it.
Step 1: Select your entire model, and group it by using the menu at the top left (file, edit, tools, group)
Step 2: Clone (shift + move) and Rotate (e) your model 180 degrees, or roughly the amount you would need to see the complete opposite side.
Step 3: Hit prntscrn on your keyboard, and then open up MS paint. Paste (ctrl + v) and then crop the image to just the viewport.
Step 4. Save as .PNG to preserve quality.
http://img511.imageshack.us/img511/8...onwire2oz7.png
This is how your first wireframe should turn out, and it is the best representation by far. But--you arent done yet. Say your model has points of interests or points of clumped geometry--like a nice scope, or etc. This is how you should set it up.
http://img529.imageshack.us/img529/8...onwire1bs4.png
Step 5: upload, show, done!
Re: [TUT] Rendering Made Easy pt 2
You can also clone your model in place, put a wireframe material on the cloned object, push it out with the modifier push by 1 or 2 and you can do a nice render with all your materials using mental ray or scanline if you want.
Re: [TUT] Rendering Made Easy pt 2
Quote:
Originally Posted by
Chewy Gumball
You can also clone your model in place, put a wireframe material on the cloned object, push it out with the modifier push by 1 or 2 and you can do a nice render with all your materials using mental ray or scanline if you want.
No, because that looks ugly. The fuzzy AA doesnt work well in areas with clumped geometry.
Re: [TUT] Rendering Made Easy pt 2
For a gun are you alloud to have thigns not welded to eachother? Or is this your trademark in modeling like you said with the barrels? Or is this just a render only gun?
Re: [TUT] Rendering Made Easy pt 2
Quote:
Originally Posted by
Wave of Lag
No, because that looks ugly. The fuzzy AA doesnt work well in areas with clumped geometry.
Only if you render it wrong.
Re: [TUT] Rendering Made Easy pt 2
Quote:
Originally Posted by
il Duce Primo
For a gun are you alloud to have thigns not welded to eachother? Or is this your trademark in modeling like you said with the barrels? Or is this just a render only gun?
yea the same rules don't apply to guns as they do a BSP. you don't really see all of the gun and you don't have to worry about falling through it or anything like that, like a BSP. so yeh its fine.
Re: [TUT] Rendering Made Easy pt 2
O snap I never knew that. That makes gun modeling alot less pain in the ass. I'm gonna have to model a gun now.
Re: [TUT] Rendering Made Easy pt 2
actually, what i do wit bsp's is make really nice render geometry, and then make another model that i call the collision. works out wonderful if you use the material symbols right.
Re: [TUT] Rendering Made Easy pt 2
[tut] how to make boring tutorials
1. print screen WOL's tutorial
2. Paste and save
3. Profit
>_>
Re: [TUT] Rendering Made Easy pt 2
Quote:
Originally Posted by
Conscars
[tut] how to make boring tutorials
1. print screen WOL's tutorial
2. Paste and save
3. Profit
>_>
you got it wrong its
1. print screen WOL's tutorial
2. Paste and save
3. ???
4. Profit