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Old 13-10-2011, 01:10 AM   #271
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tried avoiding TS so i rounded edges via shader, but can't get the smoothing right, and i'm receiving some strange effects; so i'm of to use TS after i get some support edges in the mix... Can't have it all i guess...
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Old 13-10-2011, 02:30 AM   #272
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with TS...
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Old 13-10-2011, 07:20 AM   #273
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Try a smooth modifier on your lowpoly model : it will assign intelligently smoothing groups to your polys.

You'll probably have to correct manually some assignement but the result should be nice
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Old 13-10-2011, 08:23 AM   #274
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Try a smooth modifier on your lowpoly model : it will assign intelligently smoothing groups to your polys.

You'll probably have to correct manually some assignement but the result should be nice
i tried combining smoothing groups via edit poly with smooth modifier but the results were not good. TS worked like a charm - but one tire is at 3 iterations around 456k poly's
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Old 13-10-2011, 12:45 PM   #275
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if your poly count is real high maybe whack a ts on it then add a multi rez or optimize to see if you can keep the shape but lose some polys then make then make the other wheels proxys
also sometimes i whack a ts on then convert to poly and manually remove the edges that are not needed (but long winded way really)
my 2 cents
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Old 13-10-2011, 01:15 PM   #276
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will try it. tnx for the input
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Old 24-10-2011, 12:05 PM   #277
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doing a project for the museum - deadline is near, so I can't focus on lego atm.

One thing i have to say "Turboosmooth > Separate by Smoothing Groups" is a Godsend!!!
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Old 24-10-2011, 02:23 PM   #278
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One thing i have to say "Turboosmooth > Separate by Smoothing Groups" is a Godsend!!!
Yeah, that's one of Max's best little features. I explained how it worked to a load of Lightwave users and they were amazed
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Old 27-10-2011, 05:28 PM   #279
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what i've been up to from monday in free time from work. Unfortunately having trouble with roof tiles even when using mr Proxy - laptop is just not doing well
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Old 28-10-2011, 09:39 AM   #280
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funny thing is - mr Proxy works like a charm within the renderer, but the sheer amount of objects is not something my laptop can handle...

Not looking too bad, need to add more details if i can manage to find time.
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Old 31-10-2011, 02:29 PM   #281
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why don't u keep the tiles low poly and then let the renderer take care of the smoothing for u?
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Old 31-10-2011, 06:55 PM   #282
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the tiles were mr proxy, so the file is saved on the HDD and used when rendering - i think the laptop was acting poorly cause of the number of mr proxy objects, nothing more.
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Old 31-10-2011, 10:47 PM   #283
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hi roc i just stumbled across this lol maybe of interest to u

http://www.youtube.com/watch?v=qhuO6mgtF6s

also you could use a normal map for the tiles maybe ?

Last edited by needse; 31-10-2011 at 11:00 PM..
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Old 01-11-2011, 01:27 AM   #284
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Originally Posted by needse View Post
hi roc i just stumbled across this lol maybe of interest to u

http://www.youtube.com/watch?v=qhuO6mgtF6s

also you could use a normal map for the tiles maybe ?
If i expand to a project where i should do more of these houses in an old part of a town, then i would bake and use displace/normal maps or just displace. But It will still be consisted of actually making of the geometry and then baking a map, replacing the previously made map - each roof will be different, positioning of chimneys etc.

lol cool roof designer
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Old 24-03-2012, 04:12 PM   #285
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gonna dust of the dirt and revive some of the wips posted here, including few more fresh ideas

starting with newest smc entry
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