View Full Version : modeling wear and tear
holosynthetic 01-28-2003, 04:36 AM i started to model a room for a short animation, and in the room there is gonna have holes in the walls to see the wood beams in the middle, only problem is, how do i model a wall with a hole complete with all that real stuff like rips in the wall paper / dry wall, i made a 2d wall and imported via .ai file, and then extruded it..it looks decent but not REAL...any tips?
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Projectkmo
01-29-2003, 03:58 AM
if poly count is'nt an issue... Model it all. if you can get away with modeling detail, do it. Modeled detail almost always looks better than mapped detail...but again, it cant always be that way if you have poly count restrictions etc..
Make your 3d Dry wall that will then have the wallpaper texture applied to it.
Boulean out the hole you want...tweek the verticies in the whole you bouleand etc... make the wood beams layer, again in 3d...hell, model the 2x4s in the wall etc...Wireing insulation etc...
Projectkmo
01-29-2003, 04:06 AM
ok, I made this up real fast just as an example..
Theres a Drywall layer... side ways boards layer...2x4s...and the holes drilled by the electrician to run some of the electrical wire etc... I know becasue i've wired many a Habitat for Humanity house = )..... but go nuts if ya like... model crazy stuff if poly count is not a factor...and well also deending on how close you plan to get to the hole... but Modeled things always look best.. and cast great shadows etc..
hope this helps to point you in the right direction
holosynthetic
01-29-2003, 05:42 AM
you showed the most wonderful example :) thanks so much, and no there is no restrictions to poly count..only what max is able to have before crashing...which has happened before, but i will make sure to go all out...as you first said, modeling always looks better, well..all i have is a flat wall with a material for the wall and bump mapping for the broken dry wall..and then 3d planks for the wood..it looks ok..but nothing that would be in a high quality animation going for realism..plus the maps i used were only 256x256..not that big so i can see pixels when i zoom in
thanks again :)
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