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Gkaine
06-05-2003, 10:16 PM
i am working on an underwater vehicle in lightwave for an animation im working on with some friends and i am having trouble figuring out how to get curving cuts in the metal.
its hard to explain ill try to do so with pics
here is a couple renders of what i have so far
http://www.purgatory.net/joe/turbren.jpg
http://www.purgatory.net/joe/t1.jpg
http://www.purgatory.net/joe/t2.jpg
http://www.purgatory.net/joe/t3.jpg

now if i wanted to make cuts in the metal like this
http://www.purgatory.net/joe/tedit.jpg

what would be the most efficient way to go about doing that?
sorry for the broadness of the question:P

CTRL+X
06-05-2003, 10:46 PM
Bump Maps!!!

policarpo
06-05-2003, 10:48 PM
yeah...bump maps, escpecially if you aren't getting close to the engines.

nice engines by the way. :)

Remi
06-05-2003, 11:05 PM
Don't forget the lovely plugin called wrinkle....that would do that quite easily actually....look it up on flay.:thumbsup:

Gkaine
06-05-2003, 11:10 PM
thanx for the replies. i know i can bump it but i wanna model it :P

and i have wrinkle it really doesnt work for the hard breaks up looking for. but it is a really kick ass plugin :D

ill try to find a pic of someone elses model on cgtalk that represents what im talking about

E_Moelzer
06-05-2003, 11:13 PM
If the model is not going to deform, you might consider freezing it and just bool, or drill the curves in. SubDivisioSurfaces render slower than frozen ones anyway.
CU
Elmar

Gkaine
06-05-2003, 11:18 PM
i have thought about that but it would kill render time.
i might end up trying it out thou and testing the render time

here is a pic i found here on cg talk that illustrates what i mean
(im not sure what app he used for this tho)
http://pchan.cgworks.com/max/robogirl02.jpg
edit: im lookn at the breaks in the legs and butt. im wondering if i should just make all seprate pieces possibly and stick them close together.

angus1965
06-05-2003, 11:23 PM
As the previous two people have stated, the fastest way to get the look you are after would be the use of bump maps. However, bump maps can look soft and if you are getting close to the camera they will loose the ability to "fool" the viewer(s).

So if bump maps are determined not to be what you are after then what shall you do?

The alternative is to model them.

How are you to do this?

Well, when dealing with such complex patterns I have, in the past, created geometry shaped like the panel lines, and with the width that I want them to be. I then stencil using these shapes. After that you can use vertibevel to bevel them with an inset and a negative shift until the edges meet. If done properly you can then merge points and delete the string of two point polygons that are created. Many time you will have to go over your new panel lines and merger/weld points by hand to make sure everything is cool.

If you do not have Vertibevel then Smoothshift can work, but you must weld the point by hand afterwards to get the beveled edge.

If done correctly the panel lines will join at a beveled edge, providing the best look (IMHO).


That being said I would look at your model so far. While the design is quite nice I would take a second look at the way it is going.

Unless you are going after a toon looking vehicle, the parts look "soft" - it looks as if it was made using Sub-D's. Most mechanical parts/assemblies do not have this soft look.

Most, if not all, of the parts could be made using standard, non-Sub-D, modeling techniques and the model would probably end up lighter as well.

If you are using the Lathe Tool and not Sub-D's then I would look at your profile prior to executing the use of the tool. It is giving the soft look.

It is hard to know what look you are going after without having a design reference.

Like I said, it looks cool...but just a bit soft for my taste.

If the panel lines you showed us in the link is what you are going to do I would look at the layout of them. They appear to have no reasoning behind how they are constructed. Mechanical assemblies/parts that have panel lines have them for a *reason* - and the current configuration you are showing lacks that.

Do a little research and look at various mechanical assemblies that are similar in design and look. Such as jet engines - and the jets themselves.

If you have any questions about anything - feel free to ask!

-R

Gkaine
06-05-2003, 11:51 PM
thanks for the c&c.
im gonna try what you said with stenciling. i dont have verti bevel but ill try with smooth shift.
thats kindve what i was doing but without the stenciling.
i was smooth shifting out an area, copying it, undoing the smooth shift then building the piece deleting the old area and connecting them.
the design i showed was just to give an idea of what i meant by my question it is not the exact look im going for.
it is for a cartoony animation so the softness didnt bother me but if i wanted it to be harder what would i do?

CTRL+X
06-06-2003, 01:33 AM
i have thought about that but it would kill render time.

But the thing is is you have a static model,, it won't need to deform in animation, by freezing you will not kill render times. by leaving it patch,, the renderer will still need to calc the geom for every frame.

If a model is non-deformed in scene. freeze it in modeler and do your seems up right.

as for making it harder edged,, that is in the planning stage early on in Modeler, if you want to take this out of patch mode to work in striclty polygonal modeling, start by sub dividing it to get the geometry you need to get the round shape you need. and you will be able to control the edges far easier than in patch mode.

Gkaine
06-06-2003, 03:18 AM
so you're saying if i freeze it and it doesnt deform itll actualy shorten the render time ?

rickycox
06-06-2003, 03:31 AM
Freezing the model will improve render time.

rickycox
06-06-2003, 03:32 AM
Yup that's what we're saying :) Easy enough to test for yourself.

Gkaine
06-06-2003, 03:42 AM
thanks that rocks :beer:
edit: do i have to leave it in polygon mode to have the saved render time?

Gkaine
06-06-2003, 04:32 AM
btw thanx for all the replies here is an updated pic
http://www.purgatory.net/joe/t5.jpg

rickycox
06-06-2003, 04:40 AM
If you patch it again it will definately increase your render time. I would advise against it. Also make sure you keep a backup of the unfrozen object.

hithet
06-06-2003, 04:41 AM
do u just use polygon or subpatch?

Gkaine
06-06-2003, 04:53 AM
ahhh i get it. i see what ur saying. i have always been confused about what subpatch ment. i learned it as being called nurbs


now i understand and everything in this thread makes perfect sense to me

when i model i switch between poly and subpatch all the time. i make sure everything works subpatched before i even try to test render. sometimes its just easier to do things in clean poly but i most always subpatch. i dont think ive ever modled polygon specific. maybe i should try that sometime:D

edit:this model is all subpatch

shockeddesign
06-06-2003, 05:41 AM
LOOKS GREAT!

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