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View Full Version : How would you create this metal mesh?


tecsun
10-14-2009, 07:04 PM
Hi all, need help with this metal mesh (see attached metalMesh.jpg), I gonna make a big patch of it in my scene, currently I achieved the effect by using opacity & normal map, see attached render.jpg (I tried displacement but render is too slow :( ). However it doesn't look very promising to me. So I would like to ask:

1) Any suggestion to make it better and more realistic?
2) Would you do it with modeling? then it must be heavy, isn't it? So how will you manage it?
3) What happen if this will form a body armor and need to be animated? How are you gonna make it? Any quick way to align it to the body?

Thanks in advance. :)

Piflik
10-14-2009, 10:22 PM
I'd also go the normal + opacity route. Model a group of rings and then use RTT to render a tileable texture.

Revon
10-14-2009, 11:41 PM
Modeling it as a 3D geometry doesn't seem like a viable option, it's possible but the sheer number of rings makes it very heavy. Did a quick experiment and even for such a small patch the polycount was already at 17k. It's also quite tricky to deform and shape it without getting visible stretching or glitches.

http://img517.imageshack.us/img517/9128/chainwrapsetup.th.jpg (http://img517.imageshack.us/i/chainwrapsetup.jpg/)http://img377.imageshack.us/img377/5100/chainwrapdeform.th.jpg (http://img377.imageshack.us/i/chainwrapdeform.jpg/)

phix314
10-15-2009, 12:07 AM
http://forums.cgsociety.org/showthread.php?f=7&t=554689&highlight=microphone

tecsun
10-15-2009, 06:02 AM
Philipp -
yupe, that's what I'm doing now, but instead of RTT I used VrayNormal render element.

Samuli -
Same problem I got here. But I guess there must be some workaround to do it or else how could one do this in animated shot? Although it is lucky enough I just need this to be done in still image, but if it comes to animation (e.g. hanging this metal mesh and being blow by wind or hit by some object), I got no idea at all.

Steve -
Thanks for the link, good discussion there. However the case is not exactly the same as the microphone mesh has less polys than this mesh which form up by ring shape. Any more suggestion?

phix314
10-15-2009, 08:32 AM
Philipp -

Steve -
Thanks for the link, good discussion there. However the case is not exactly the same as the microphone mesh has less polys than this mesh which form up by ring shape. Any more suggestion?

Nothing concrete.. I used some nurbs curves/surfaces with a lattice deformer over a sphere before, worked pretty well if it's not a real close up shot. For hero shots it may take some more work, perhaps some coding.

tecsun
10-15-2009, 09:31 AM
Steve -
I see, but I'm not well with coding. This is what I'm dealing with, quite close to camera and have to render in about 3k pixel. Headache :( ~

http://img40.imagefra.me/img/img40/2/10/15/tecsun/f_w05um_74e6ffe.jpg (http://imagefra.me/)

edited: I'm still looking for better solution, appreciate if somebody can share. Thanks. ^^

wwswimming
10-15-2009, 03:18 PM
edited: I'm still looking for better solution, appreciate if somebody can share. Thanks. ^^


when i've modelled metal mesh using opacity maps, i found using ray-traced shadows made a big difference (in Max.)

tecsun
10-16-2009, 08:36 PM
when i've modelled metal mesh using opacity maps, i found using ray-traced shadows made a big difference (in Max.)
Thanks for your tips.

phix314
10-16-2009, 10:29 PM
Just tried this, may give you another direction.

Project a ton of circles onto a nurbs plane, then deform the plane as needed. I ran a small script that made a tube around each of those projected circles.

http://i126.photobucket.com/albums/p104/roaphotosharing/Maya/deleteme-1.jpg

With some offsetting/rotation of every other projected curve I think it may work.

Stankluv
10-21-2009, 01:51 AM
in lightwave there is something called FX metalink that could move a mesh around, maintaining the rigidity of the individual links. This motion could be driven by a very plain single layer poly cloth sim.

So for something like this that is a common demo you would just model the chains as you would expect them to be, then have a seperate cloth object.

I think something like this can be done in Maya using wraps, but I have only done cloth wraps driving sticky stuff. I don't know if maya would respect the rings rigidity without access to something like 3d Max elements, (fx_metalink can access that info under thee hood, don't ask me how), or by contiguous-polygon-subobject.


Another simpler, more brute force approach would be to have a simple polygon nurbs plane receive the simulation then have all of the links individually "rivet"'ed to the cloth. I would have to make a script to create such a behemoth rivetted cloth item.

kabo0m
10-21-2009, 02:58 AM
Here is a basic microphone I have made a long while ago (free lwo). I learned how to make the mesh from a tutorial by William "Proton" Vaugh.

microphone 3d mesh
http://www.3dxtras.com/3dxtras-free-3d-models-details.asp?prodid=9306

download mic.mov
ftp://ftp.newtek.com/multimedia/movies/w3dw/mic.mov

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