View Full Version : Design: Should I Use Modelling or Texturing?
callon 03-23-2003, 02:39 PM Hello All:
I'm interested in having a rather large office building in one of my scenes, and I'm wondering if I should try to model the exterior windows and doors, or is this something done more efficiently by using displacement maps?
I'm looking to retain visual quality, but I'd also like to save as much time as possible. Any comments or advice are welcome!
Thanks so much!
Mike
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matty429
03-23-2003, 09:31 PM
Is it The inside...Or just the outside?
Fine Displacement In mental Ray Is quite fast...
Displacement In maya is quite slow .....
You'd probably be better off using Convert displacement to polys ..and then cut out the windows and sutch.....
mmm, i'd probly model them.
for me it'd be easier, because you can just grabem and movem around, as opposed to textures, which you'd have to mess around with uvw coords
callon
03-24-2003, 07:01 AM
Thn for the responses you guys! There's actually exterior windows. . .I think I solved the problem by learning how to project curves onto surfaces and then trimming them! Woo hoo! One small step for me! lol
I appreciate the advice!
Mike
greekdish
03-24-2003, 07:43 AM
Projecting curves and trimming them??? Hmmm, I wouldnt be using NURBS for a building with Windows, especially if you are modeling them. I would suggest polys, as Im sure others would as well, but I could be wrong. Much easier to model a building with polys as its more suitable for that type of modeling.
callon
03-25-2003, 04:13 AM
Greekdish:
Actually, the aforementioned method seems to work fine. I've got the model I want with the curve projection and trimming process. Hopefully, the texturing process will go smoothly as well. I'll keep your comments about the benefits of using polys in mind, though. :thumbsup:
Mike
Maya Ayanami
03-25-2003, 04:27 AM
I agree with some of the others.
you sould use polys. first of all it is really easy and if you dont care about square edges. it is even better. and if you use quads you will be cutting back on the compexity of your scene and I am pretty sure that polys render faster than NURBS I also think that polys are easier to do UV mapping if you need it for textures.
why are u using project curv anyways. that is wierd.
Maya Ayanami
03-25-2003, 04:28 AM
and btw what is maya fine displacement. I have only herd of it a few times.
matty429
03-25-2003, 06:15 AM
It's mental ray fine displacement....It basically translates mayas displacement...It is mutch better ...and waayy faster....
callon
03-25-2003, 08:34 AM
Maya Ayanami:
I'm using the proj. curves to make cut-outs for windows in a building. . .I read about this method recently in Maya Fundamentals and thought I'd give it a try. It seems to be working just fine at the moment.
Hmmm. . .Thanks for the info about the UV's in regards to polys & nurbs. I didn't know about that!
Mike :beer:
beaker
03-25-2003, 06:30 PM
Originally posted by Maya Ayanami
and I am pretty sure that polys render faster than NURBS I also think that polys are easier to do UV mapping if you need it for textures.
Actually nurbs renders faster then polys in most renderers, especially maya. Also UV's are built into nurbs, so it is actually faster to texture a nurbs object becasue you don't have to spend the extra time making them.
I personally use nurbs for all my environments and buildings. The render faster and the are easier to texture. They also work much faster in the viewport than polys. But thats just me :)
Maya Ayanami
03-27-2003, 06:41 PM
are u sure that nurbs render faster. well they would if you had a poly sphere with 10,000 polys. but well i dont know.
but with the modeling of the building. i know how you could do it in a few steps with polys and extrude face for windows easy.
1. make a cube and scale it to desired dimensions.
2. put some more polys in there.
3. select all of the faces that you want to become windows.
4. use extrude face.
5. use that default manipulator that comes up. scale both axes down a bit.
6. extrude a gain .
7. then translate in.
8. your done. well with the windows any ways.
see that wasnt so hard was it.
I don't really like using nurbs for things with sharp edges. dont you have to have diferent objects for each side(i dont know for sure. i think this because of the nurbs cude primative.)
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