View Full Version : stills: safety glasses
reallycoolguy 02-13-2004, 10:41 PM I just modelled and textured this pair of safety glasses for our FIRST Robotics (http://www.usfirst.org/robotics/) animation. Is there anything I can change to make them more realistic or just better in general?
Scroll down for the updated image
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tawxic
02-13-2004, 10:43 PM
Could you show more views? it's hard to tell what I'm looking at.
reallycoolguy
02-13-2004, 10:55 PM
Scroll down a little bit further
reallycoolguy
02-14-2004, 03:34 AM
this is the old one:
http://home.comcast.net/~reallycoolguy/safetyglasses.jpg
scroll down for the new one.
Clockwork
02-14-2004, 04:01 AM
I don't mean to be cruel, but those look nothing like saftey glasses. I think you should start from scratch and redo them.
Would "Saftey Glasses" have a pointy almost 'dagger' like end on the frames?
Digiegg
02-14-2004, 04:05 AM
yea i agree with Clock. You should get a new referance picture or something.
reallycoolguy
02-14-2004, 01:21 PM
thanks for being honest. I'll see what I can do. I think the most inaccuracies are the pointy arms and the lack of a nose protector. Would anything else make a huge difference?
reallycoolguy
02-14-2004, 03:42 PM
I bent down the end of the arms, added a nose piece, and added the slits in the sides so they don't fog up. Does it still look like a murder weapon?
updated...scroll down
reallycoolguy
02-14-2004, 03:58 PM
More images:
more updates. scroll down
Quizboy
02-14-2004, 04:03 PM
those look like safety glasses now dude.
reallycoolguy
02-14-2004, 06:39 PM
Okay. I think I'm mostly done. Check it out:
http://reallycoolguy.spymac.net/Portfolio/moresafety.html
get rid of those sharp corners everywhere. i've never seen 'safety glasses' with corners that could put out an eye.
reallycoolguy
02-14-2004, 06:50 PM
Sorry, you hit the website before it finished uploading and you saw some of the old images. Now there are six images and only the last one is sharp.
http://reallycoolguy.spymac.net/Portfolio/moresafety.html
Clockwork
02-14-2004, 08:09 PM
Much better than your first rendition. Now try applying meshsmooth, and if that thins it out too much, try applying a push modifier before the meshsmooth. (You might want to try smoothing groups to keep some areas of your model angular).
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