@bb and cwikdahl: no its wrong itīs real poly by poly
the wires are absolutly great!
greetz
I'm not buying that Splitting all those segments by hand would be a huge undertaking, getting all large surfaces curved and smooth. Besides, it looks smoothed.
IT is smoothed one time and then converted to poly, I can see the specific stretching areas that the smooth mod is making! We work like this at work! subdivide the mesh one time after the basic shape and flow is neat.
dont tell me that u placed the edges xactly like the modifier does..
IT is smoothed one time and then converted to poly, I can see the specific stretching areas that the smooth mod is making! We work like this at work! subdivide the mesh one time after the basic shape and flow is neat.
dont tell me that u placed the edges xactly like the modifier does..
/s
It's quite obvious, isn't it? Doesn't change that it's a great model though.
Yep, sounds to be a good technic, because projections on a low mesh surface, will give indents, bumps, omg, nightmares!
I think that the mesh has been subdivided too, but it doesnt take the value of the work, its a tool...And offcourse, that is a thing that you do when you have a CAD mesh, when you are certain that the things are in place, heheh, wonder if he needed to fix anything now, would be a disaster...
BTW, great work dude, very clean
this might be VERY heavy, how do you plan to render with Vray? Here, I rendered things with 4kk, or more, with lower resolution maps, are you running 64bit sistem? to handle the 8GB there? OMG, dream, haha
Cya
when you are certain that the things are in place, heheh, wonder if he needed to fix anything now, would be a disaster...
Dont have to be! if u are modeling it that way u almost always keeps history in ur modeling! such as poly modifier stacked upon each other so that way u always can go back to the verry first bit of modeling. The only downside is that the poly modifier has less editble options than in a normal one.
dont know man...
I used ST, that is more near to maya than max...
The history may be apliable when you just toggle subdivision... But if he edits the mesh after the iteration 1, then, if he moves back, will lose these edits, if not, tell me, I will move to maya :P
Wait sesim, so you can model a normal mesh (poly by ploy), then add a 1 iter
turbosmooth, then apply on the stack a editable poly, and still work on it
with the 1 iteration mesh? what happens if i do cuts\chamfers or other stuff
and then move back to the original poly draggin mesh? i dont hink thats
possible >_> if yes that'd be very convenient.
lookdown - "ok", in that case I think a better way of doing it would be the way I explained. Building that poly by poly seems very inefficient. And why can't element answer this himself?
Regarding the stack in max or history in maya, changing the vertex indecies/order by splitting or welding will mess up the result. Tweaking positions of vertices will be ok though.
haha, no, its not poly by poly, well, if you are a mathematic algoritm, then, you apply...
haha, well, these speculations are the scent of a forum, where we discuss, aint that great?
cya dudes