noober Posted March 20, 2007 Posted March 20, 2007 This is something I'm doing for work. Its going to be used as a backdrop for one of the scenes. It has since been decaled. But it still needs lights. After I get to the lights I'll post it again. Quote
noober Posted March 20, 2007 Author Posted March 20, 2007 Heres an update... I found the decaled version. Its a toon render and the lights are still, not even close. Quote
mfortunato Posted March 20, 2007 Posted March 20, 2007 Wow! The toon render even "toonifies" the textures? That looks brilliant! But I see what you mean by the lighting. It's rather flat. I cannot wait to see it with the lighting completed - the model and textures are beautiful! - Michael Quote
KNBits Posted March 20, 2007 Posted March 20, 2007 Very nice. I like the modeling, not to "square", using different angle along the hallway. The decal style/toonline mix look a bit strange to me but nonetheless it work great. Light seem to flatten the perpective and distance in the scene. Maybe is the lack of deep shadows that gives me the impression. At that point it is more a matter of opinion and taste though. Good work. Quote
NancyGormezano Posted March 20, 2007 Posted March 20, 2007 Absolutely fabulous looking! - this interior as well as your other view of your church model : http://www.hash.com/forums/index.php?s=&am...st&p=225310 Love the economy of splines (don't let them beveling nuts get to you) Quote
noober Posted March 20, 2007 Author Posted March 20, 2007 Absolutely fabulous looking! - this interior as well as your other view of your church model : http://www.hash.com/forums/index.php?s=&am...st&p=225310 Love the economy of splines (don't let them beveling nuts get to you) Thanks. I try. Quote
KenH Posted March 20, 2007 Posted March 20, 2007 Love the economy of splines (don't let them beveling nuts get to you) Yeah, just listen to the filleting nuts as fillets only require bias tweaking. Quote
noober Posted March 21, 2007 Author Posted March 21, 2007 Love the economy of splines (don't let them beveling nuts get to you) Yeah, just listen to the filleting nuts as fillets only require bias tweaking. Well I will say... I use both. As should we all. The trick is to figure out which one is required with each object. Though there is no substitute to higher geometry, it becomes a balancing act between "quality" and "render times". For Most still frames I say bevel. For more complex surfacing use fillet. Remember I don't represent Hash or any of its affiliates. Just my own 2 cents gathered from hands on deep in the trenches. Quote
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