KIIIA

The random model thread!

5,496 posts in this topic

Took a break from solid modeling and did some surface modeling for fun :)

Done in Solidworks, so gimme a break :P  I know there is a curvature/tangency error on the sill below the door; it has been fixed, just not in this render.

~8hrs of work on this.

Ideas on the design are welcome!

rendah8_rs.jpg

rendah3_rs.jpg

Vorontsov, K and Beannie like this

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On 1/14/2017 at 4:26 AM, Vorontsov said:

Smoothing groups are old stuff! Get on editing the vertex normals of your models :)

 

On 1/14/2017 at 2:39 PM, grapen said:

I finally defeated VRAD. Slightly cheaper than our favourite Source tree, here for scale.

did you edit vertex normals for that? Coincidentally read about them the other day for a maxscript and I had no idea how essential they are TreeMakerScript_plus_NormalThiefScript.g

catfood and Sigma like this

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1 hour ago, kinggambit said:

 

did you edit vertex normals for that? Coincidentally read about them the other day for a maxscript and I had no idea how essential they are TreeMakerScript_plus_NormalThiefScript.g

Yep. Without edited normals it looks pretty much like that gif. You can enable "ignore surface normals" on the prop in hammer, but that makes it look flat instead.

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I understand what  a vertex normal is (and how to edit it), but can you describe a use case where it is a better option than applying smoothing groups on a complex object? Foliage it works well for clearly as it smooths shading across the various planes making up the foliage... any other use cases where it would be advantageous though?

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Finally I managed to get the HP for this thing done after having it dusting on my desktop for several months

 

madsen render thing.jpg

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