Check the active topics here! And the staff list here! ~Alex
You can join us on our Discord server here! ~Spiral
New or Lost? Click here!
| Welcome to The Steel Sentinels 2 Development Forum. We hope you enjoy your visit. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as posting replies, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! |
| A mug I like (off-topic) | |
|---|---|
| Tweet Topic Started: 6th July 2016 - 09:21 AM (107 Views) | |
| Sputnik | 6th July 2016 - 09:21 AM Post #1 |
![]()
Lazy 3D model designer
|
Greetings, it's vacations and I got bored so I decided to do some experimentation with Blender Cycles. This does not mean I have any plans for making sentinel models at the moment, but I wanted to let people know I haven't left 3D modelling completely. First the base mesh. Basic geometry was polished with some loop cuts, subsurface modifier and vertex smoothing. ![]() Next up is the material, created mixing a glass shader and a transparent shader. ![]() Then I changed the point light to a hemi one, but I got rid of that later. It does look nicer, though. Also disabled the caustics because they were slowing the previews down. ![]() As you might have noticed the glass is quite gray inside, this happens because the glass is casting a shadow on top of the other glass, so it gets darkened. This was fixed using nodes with some sort of condition. Basically, if a shadow is cast on the glass, the shadow ignores the glass. The little figures behind are just a cube and a sphere to make sure the glass was behaving properly. ![]() Finally, the proportions were polished, lighting was improved with a bigger and stronger lamp, the camera adjusted to match the real picture and causics were enabled. There are darker reflections in the 3D model because well, there isn't a lot of ambient light like there is in real life, but adding that was going to be a bigger effort and I wasn't sure if it was going to work well. ![]() Rendered using OpenCL and an R9 290 Render resolution: 800x800 Render time: ~5 min. Samples: 48 Edited by Sputnik, 6th July 2016 - 09:33 AM.
|
![]() |
|
| Blackout | 6th July 2016 - 02:46 PM Post #2 |
|
Community Organizer
|
Spoiler: click to toggle
|
![]() |
|
| Pringles Man | 7th July 2016 - 07:13 AM Post #3 |
|
The Chief Designer of the Ilolan Republic
![]()
|
I always found it amazing how you can get rudimentary meshes to look real just by playing around with the materials tab. I seriously can't tell the difference between that and a real mug just by looking at it. |
![]() |
|
| Sputnik | 8th July 2016 - 09:49 AM Post #4 |
![]()
Lazy 3D model designer
|
Yeah, I was impressed how small changes modified the model, to the point where it looked realistic. From "that's a 3D mug" to "oh you cleaned the mug? no it's a 3D model". |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Models · Next Topic » |
| Track Topic · E-mail Topic |
11:07 PM Jul 11
|
Hosted for free by ZetaBoards · Privacy Policy














11:07 PM Jul 11