max Posted March 7, 2008 Posted March 7, 2008 hi, all this is my next try of hash modeling. welcome any criticism! thanks! 360_2.mov Quote
Fuchur Posted March 7, 2008 Posted March 7, 2008 hi, all this is my next try of hash modeling. welcome any criticism! thanks! Nice one... But one question... did you use a cookie cut map for the clapper? Why? Of course it can be done, but I think this is something you could easily model with a few patches which will be faster to render, and easier to change if you want to. See you *Fuchur* Quote
John Bigboote Posted March 7, 2008 Posted March 7, 2008 Or is that a boolean...? Nice model! Isn't there a bolt down in the handle? Quote
max Posted March 7, 2008 Author Posted March 7, 2008 did you use a cookie cut map for the clapper? no this is boolean, but what is this " cookie cut map ". Thanks! Isn't there a bolt down in the handle? i use some picture (i delete it by accident) , and there is no bolt down in the handle. Thank you all! Quote
Fuchur Posted March 7, 2008 Posted March 7, 2008 no this is boolean, but what is this " cookie cut map ". Thanks! A cookie-cut-map is like a masked image. That means you can define with an image, where the mesh should be visible and where not... (like a transparency-map). It can be useful for holes (and such things) which are more or less small and would need much time to model. A good example is a tree. You can just get an imagemap of a tree and make a grey-scale-image from it. Than you get a cube or plane and just map it with the map... now set the greyscaleimage to "cookiecut". In this way you can produce nice trees with very low patch-cpints. THis is a technique which is often used by game-designers to keep the polycount low. *Fuchur* Quote
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