Good ideas! I had a re-think and made another model. It's smaller and more sturdy looking. I think it resembles the image more. I just added a few extra slats at the front for a floor. On to the chair now!
I went for a low patch vine. This is what I make of the base. I guess there should be some sort of "floor" so Bal doesn't fall through the gaps. Don't know what they'd use from the forest for that though.....
I'm starting to model Bal Loons throne based on this image:
Throne
I'd like to try and keep the patch count low so I'm trying render as lines. Should I go this route? As far as I can see render as lines doesn't seem to cast shadows. Also, there's that problem of the thickness changing depending on how far your viewing from.
Any recommendations?
Seeing as this is becoming the new AM standard rig, I hope we won't be just ditching the 2001 rig. Maybe this could be called the "Sqetch" rig and the 2001 rig changed to the "simple" rig. Leaving out dates as names means it's less inclined to look dated in a few years.
Take a screenshot of your displacement map (as a colour map above your sea plane). Bring it into photoshop and add a gradient map fading out the waves to the horizon. Save and re-decal it as a displacement map on your sea model.
Probably not the best way though.
Very "pro" looking. Are the ridges on it modelled in geometry? If so, they could probably be bump or displacement maps. Too late now though I'd say.
You could model bits of the model in other windows and then bring them into your main model window to try to reduce the strain on the computer.
Yeah, love the materials too. Maybe the plastic is abit too perfect looking though..Also, it's too thick for my liking. I wouldn't have such a bulge in my pocket! Perhaps something beside it would give a better idea of it's proportions.
Nice spikes. Are they geometry? There looks to be too many on the cylinder compared to the drawing. But it's not that big a deal. The belt could be difficult to do....in animation anyway.
Keep us posted. What are you doing reading this? Get back to work!
It doesn't look bad. It's hard to tell because it's very dark. Also, a shaded wireframe would help even more. On the superficial end, it could use some specular highlights.
LOL! I'm glad you're using AM as your 3D software.
Thanks for the tut John! I often wonder if the poly modifier could be used dynamically to make background trees (in this case) less detailed. Then as you get closer to them, they become high poly/patch.