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My first halfway decent 3D drawing [Mechanical Pencil]

Posted: 2005-04-03 04:36am
by Pu-239
Image
Real one:
Image- mine is brown instead of cherry though.

Large:
Image

Made w/ Blender, rendered w/ Yafray.
Took roughly an entire day to do. Also realized a TNT2 is woefully inadequate for the task of modeling anything complex.

Posted: 2005-04-03 06:22am
by salm
Pretty good.
There seem to be some errors at the tip. I mean these black spots. Got a wireframe?
Also, raise the Value of the shadow map (or what ever that´s called in blender) so that the shadow doesn´t look grainy at its edges.

Posted: 2005-04-03 03:50pm
by lPeregrine
Looks like good modeling, nothing I can really suggest to improve. Add some good textures and it'll be convincing.

Posted: 2005-04-03 03:51pm
by Pu-239
I think the black spots are just reflections. I'm more concerned about the poor quality of the mesh for the grip.
Image
Image

Posted: 2005-04-03 04:58pm
by Shinova
Much love man, much love.


Is the rubber grip part a part of the model, or is it a texture?

Posted: 2005-04-03 05:21pm
by Pu-239
Shinova wrote:Much love man, much love.


Is the rubber grip part a part of the model, or is it a texture?
Model- I still haven't figured out how to put image textures on, and generated textures (as opposed to materials- I get the two confused) don't seem to work well with Yafray (and I hate the results of the builtin raytracer, which is also massively slow.

Anyway, fixed the tip (I smoothed out the whole mesh- forgot to make the tip solid).

Image

Image

Posted: 2005-04-03 05:40pm
by Elheru Aran
Why is the tip in two colors? Just wondering...

Posted: 2005-04-03 05:50pm
by Pu-239
It's reflecting off of the blue background and the paper.

Posted: 2005-04-03 07:02pm
by lPeregrine
If you've got reflections enabled, you'll want to use a spherical environment map. That's the most important part in making convincing reflective materials, giving them something to reflect.

Posted: 2005-04-03 07:04pm
by salm
Pu-239 wrote:I think the black spots are just reflections. I'm more concerned about the poor quality of the mesh for the grip.
Ah, the shadow is much better now. :D

And the black spots might have been shadows which looked weird for the same reasons the shadow´s edges were grainy.

Don´t know about the mesh, but if you posted a wireframe...

Posted: 2005-04-03 07:25pm
by YT300000
Very nice. And I must compliment you on your selection of writing utensils. I own several PHDs myself, they're just that comfortable and good. :)

Posted: 2005-04-03 08:51pm
by Pu-239
salm wrote:
Pu-239 wrote:I think the black spots are just reflections. I'm more concerned about the poor quality of the mesh for the grip.
Ah, the shadow is much better now. :D

And the black spots might have been shadows which looked weird for the same reasons the shadow´s edges were grainy.

Don´t know about the mesh, but if you posted a wireframe...
http://geocities.com/jhnphm/pencil.zip

Posted: 2005-04-03 10:51pm
by Pu-239
lPeregrine wrote:If you've got reflections enabled, you'll want to use a spherical environment map. That's the most important part in making convincing reflective materials, giving them something to reflect.
Is this applicable if I'm using the raytracer?

Posted: 2005-04-04 06:51am
by salm
I meant post a picture of the wireframe not the model. :)

See i don´t have Blender and importing DXF files is always a bit of a problem because it often gets fucked up.

So i´m not sure if it was imported correctly. If it was imported correctly i think the problem of this mesh are the lacking edgeloops.

The red mesh is your DXF file i imported, the green mesh it what it´s supposed to look like:

Image

Posted: 2005-04-04 12:13pm
by Pu-239
What are edgeloops? Also, the green mesh isn't triangular in the middle.

Posted: 2005-04-04 02:25pm
by lPeregrine
Pu-239 wrote:
lPeregrine wrote:If you've got reflections enabled, you'll want to use a spherical environment map. That's the most important part in making convincing reflective materials, giving them something to reflect.
Is this applicable if I'm using the raytracer?
Yes. If you've got any reflective materials in the scene, you need the environment map. Especially if they're things like the metal tip, where most of the color is taken from reflections. You need to give it something to reflect in the places where scene objects aren't reflected, or it's never going to look right. As for why a spherical map, that makes it reflect like there's something out in the distance surrounding it.

Posted: 2005-04-06 09:58pm
by Pu-239
Thanks- looks better now-

Posted on DA- http://www.deviantart.com/deviation/16941537/

Posted: 2005-04-06 11:42pm
by lPeregrine
Pu-239 wrote:Thanks- looks better now-

Posted on DA- http://www.deviantart.com/deviation/16941537/
Comment posted there already, I actually caught it in the latest submssions part before seeing this. The new renderer is a definite improvement, the tip reflections are looking a lot better now.

Posted: 2005-04-07 05:32pm
by salm
Pu-239 wrote:What are edgeloops?
Loops of edges that go around the object in the green mesh but not in the red mesh.
Also, the green mesh isn't triangular in the middle.
What do you mean? The Polys on the object that are extruded inwards? That doesn´t matter, i wanted to demonstrate the principle. You need these edgeloops or you will likely get mesh errors when rendering. 5 gazillion vertices per poly = TEH EVAIL.

Posted: 2005-04-08 01:08pm
by Pu-239
Huh? I do have those-

Image

Problem seems to be the use of knife subdividing to draw out the teardrops, where there are rendering errors on the edges- can't seem to think of a better way, other than manually subdividing the end of each groove, which is tedious.

Posted: 2005-04-08 01:36pm
by salm
Pu-239 wrote:Huh? I do have those-

Image

Problem seems to be the use of knife subdividing to draw out the teardrops, where there are rendering errors on the edges- can't seem to think of a better way, other than manually subdividing the end of each groove, which is tedious.
Aha, then the DWG mesh didn´t import correctly into Max.

What is this knife subdividing thing? Something that automatically smoothes the mesh? That would explain it. If you´re using automatic smoothing any polygons other that Quads will fuck up the mesh if smoothed. The render errors appear everywhere you have triangular polys.

Or it might be the smoothing groups (the groups you put polygons into to tell them if the shading of the surface should blend smooth or hard into the next polygon).

Posted: 2005-04-08 02:41pm
by Pu-239
salm wrote:
Pu-239 wrote:Huh? I do have those-

Image

Problem seems to be the use of knife subdividing to draw out the teardrops, where there are rendering errors on the edges- can't seem to think of a better way, other than manually subdividing the end of each groove, which is tedious.
Aha, then the DWG mesh didn´t import correctly into Max.

What is this knife subdividing thing? Something that automatically smoothes the mesh? That would explain it. If you´re using automatic smoothing any polygons other that Quads will fuck up the mesh if smoothed. The render errors appear everywhere you have triangular polys.

Or it might be the smoothing groups (the groups you put polygons into to tell them if the shading of the surface should blend smooth or hard into the next polygon).
Ah- ok- will keep this in mind for future projects (last render's errors aren't really noticible). Thanks.

Posted: 2005-04-09 06:25am
by Spanky The Dolphin
Looks great.

Doesn't look real, but it looks great all the less. ;)