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rudipooimf
06-25-2003, 04:20 PM
Anyone have a simple, time efficient way to rough up a wall for instance so it looks like it's been damaged? I've tried several ideas i had and didn't get any kind of descent results at all...any ideas would be helpful...thanks.

Paul

alexx
06-25-2003, 06:19 PM
textures textures textures..

and if you want it way rougher either displacement or really modelling holes..

cheers

alexx

sigma
06-25-2003, 06:23 PM
You could try Reduce Polygons.

rudipooimf
06-25-2003, 06:24 PM
What i was looking for is a way to deform a wall where it's been broken apart...make it look realistic. Should i just make a cube primitive with a high poly count and start pushing and pulling it apart or is there a better way? Thanks for the answers all.

pyromania
06-25-2003, 06:49 PM
You could use the shatter effect in dynamics.

Create a poly cube that will be your wall and give it a bunch of subdivisions. The more subdivisions the smaller cracks you can get. Then select your object and go to Dynamics Effects>>Create Shatter and click the options box. In that window click the tab for solid shatter and start playing around with the shard count and edge jagginess values.

sigma
06-25-2003, 07:00 PM
Originally posted by rudipooimf
What i was looking for is a way to deform a wall where it's been broken apart...make it look realistic.

pyros right. You can also try the crack option after youve created some shards from the shatter effect, then just tweak the cv's to get the detail your after.

rudipooimf
06-25-2003, 09:20 PM
For some reason the shatter dynamic is kicking back an error saying it's an invalid result. Anyone else get that problem? Something i'm doing wrong?

Paul

womanonfire
06-25-2003, 09:47 PM
try deleting the history of the object first
(check the script editor window for the specific error, it gives more specific error txt there)

alexx
06-26-2003, 08:50 AM
yeah.. shatter is a bitch..
you have to delete the histrory and freeze transforms to get proper results (was like that in 4.0 at least and i would bet they have not fixed that)

cheers

alexx

BigSky
06-26-2003, 02:16 PM
For shatter:

Delete History first!!
Convert the object to tri's first (if you can)

You might also try out poly>prelight>displace>with a mapped spotlight. It's quick and dirty, but you get results.\

Nice displacements on Fluids too...check out the heightField node.

;)

kiaran
08-30-2003, 07:52 AM
I also am recieving the 'invalid results' error. All it says in the feedback is that I should delete the history. I've deleted history, freezed transformations (scale,rotate,trans), and triangulated and the errors continues.

I've used it before and it worked beutifully. This is really frustrating. Any advice?

Thanks,
Kiaran

kiaran
08-30-2003, 07:56 AM
I just got the 'surface shatter' working. But I need the 'solid' shatter. This is really important to me so help will be greatly appreciated.

Thanks,
Kiaran

stallion151
08-30-2003, 08:42 AM
there is no substitute for hard work....you've actually got to model what you want then the chances of you getting exactly what you want are alot better than trying to fluke it with effects like shatter.

i made a rocky cliff-face, started with tiny poly plane, and moved verts and artisan'd it, extruded edges alot...and yes even a rhombus....and in some time got exactly what i was after.


But hey, if you can get what your after in a easier direction, go for it.

BRUTICUS
08-30-2003, 04:47 PM
You want random shapes not triangles or squares so yeah what I would do is model the wall how you normally would. Maybe a single plane on one layer. Then make a duplicate on a seperate layer and chop it up with the split polygon tool. Select all the faces that are going to break. Extract and seperate each face. Extrude them all to give them a bit of depth. Create rigid body for one object translating it in an outwards direction. Apply gravity to the object,... have it collide with the floor and maybe bounce and slide. When it looks good and exactly how you want it: Bake the animation on the broken shard. (edit | bake keys simulation) delete the rigid body from that object. Continue on to the next shard.

kiaran
08-31-2003, 11:47 PM
I ended up using a combination of custom modeled shards and Shatter generated shards. I finally got solid shatter to work by first using the 'fill hole' command (even though I was certain the surface was closed?!) then freeze, then delete history. I was pretty happy with the results that it spit if out. Very jagged and rough looking, it would have taken me a week to model this by hand.

Now to the fun part, making them blow up!

Cheers,
Kiaran

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