Wednesday 27 January 2010

stone tablet modelling issues


Hi Guys

I'm making a new shot in which I have some massive stone tablets in the park stacked together like dominos. The idea is i will push them and they will fall in a pattern, neat huh !

I'm having some problems with the modelling, being a pure low poly and non curves modeler this is proving difficult. If you look at my sketches you can see what I am trying to do.

Image 1 - top left

This is the shape i'm trying to make, I could make out of a square and then try and roudn the edges off but i'm thinking of a curve to get the exact shape and then extrude back. I've tried to make this but i end up with a tube shape without capped top and bottom. (I want this to be polygons as i prefer to uv map). You can see the depth in the image just to the right.

mage 2 - top right

When i can make this model stated above i can move on and make the more complex object on the top right, from there i should be able to make an edge for it like in image 3. Is this made by making the curve shape and extruding the profile aroudn the edge ?

If i can do this then I can make something similar to image 4 (bottom right)

The last task is image bottom left.

I want the US Army star to be cut into the stone, this must NOT be a bump or displacement but physical mesh, maybe boolean operation or can nurbs project it and delete one from the other. I'm trying to avoid nurbs though.


so i'll be most appreciative if you can help me out, cheers many thanks in advance

Seb

3 comments:

  1. shouldn't be too difficult to create that shape with a bit of tinkering... as Thierry would say, it's just a *!~@"# cube. Saying that, I can see where some parts would be tricky. I'll try mock something up and post back.

    Mean time, your only option on the star is booleans (if you're not planning to use any height maps). Good luck trying to quadrangulate it to the rest of your mesh. It's dooable... as long as that surface stays planar you could get away with some ngons.

    i'll get back to you.

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  2. check your email. ive sent you a .mb file with the basic shape set up for subd's.

    Its fairly close.

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  3. Seems simple enough bro . I understand you want to get the shape correctly , but simple polygonal modeling would do the trick . You can setup the reference images & start from there . To get those surrounding extruding edges ( image 3) , all you'd need to do is inset the borders a little , & then extrude them . Its ot like you have to follow a proper blueprint .

    Or , you could start with NURBS & convert them to polygonal meshes once you got the shape you want .

    The star , as Panos said , would work with booleans since it isn't an organic model & you can get away with it in non deforming objects . Though you should be careful with nGons cause they don't light up properly . So , triangulate if you have to .

    I should mention though that booleans will increase the polygon count quite considerably ( especially if you triangulate & duplicate the object many times ) . That means , if you're thinking of simulating the domino effect , it could take a lot of cpu power & time . I'm not sure why you're against using a displacement map . Is it for a gaming engine :{ ?

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