View Full Version : modelling problem
michaeli 09-06-2002, 01:03 PM I'm trying to model a mp3 player. How to dig a flat apple on the surface of the player. I don't wanna to use boolean operation as it will generate some annoying triangles and difficult to optimize, then is there another way to do this? thanks.
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ThirdEye
09-06-2002, 01:24 PM
try displacement
michaeli
09-06-2002, 01:49 PM
Thanks, Thirdeye_01.
I like your teapot scene very much. i noted that your teapot was a ten-side cube, how do you model that ten-sided cube from a 4-side cube?
Caravaggio
09-06-2002, 07:35 PM
You'd need a high subdivision for a displacement wouldn't you? For curves like that, I mean if your getting close to it anyhow.
I myself might actually consider a simple bump map since it doesn't go down to far and the impression is in the middle of a flat field and not going around an edge.
I've got anther idea, but it would take a while. Make the logo as a spline, then count the number of points around the permemeter of the top plane, give the spline the same number of points then copy it's points into the object, then bridge the peremeter to the outline.
It's fun to come up with harder ways of doing something, no? :bounce:
ThirdEye
09-07-2002, 01:04 AM
Originally posted by michaeli
Thanks, Thirdeye_01.
I like your teapot scene very much. i noted that your teapot was a ten-side cube, how do you model that ten-sided cube from a 4-side cube?
That was not a 10-side cube, that was a 10-side sphere ;)
michaeli
09-07-2002, 03:47 AM
Thanks all. :beer:
Caravaggio, why "count the number of points around the permemeter of the top plane" as the logo only in the center of the surface, can you give my more details, thanks :)
Caravaggio
09-07-2002, 04:39 AM
Well if you want to do it that way you'd need the number of points on the outside and the outline of the apple to match up so that there aren't any triangles or too many or too little points. It's like this, say the top surface (right before it curves to the sides) has 50 points, then you'll want the outline of your apple to have 50 points so that when you bridge it around you'll have an equal number of points to bridge and no extras.
Of course the leafs on the top would require some extras forthought in counting the number of bridges needed.
But you know, now that I think about it that probably wouldn't work too well as you don't have to many things on the side of the player and you don't want to put any more points or polys on the sides (leading down from the top) than you need to. Maybe since it's a flat top triangles might be okay. :shrug:
michaeli
09-07-2002, 04:59 AM
Thanks very much!:beer:
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