Pushing the Details : WIP
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 From:  max3d (DAVEDAVIDSON)
2804.19 In reply to 2804.18 
yeah send the file mate and i look forward to seeing it when all done :)
www.max3d.org
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 From:  Samuel Zeller
2804.20 In reply to 2804.19 
@max3d
Heh I first need to setup all the materials :(
Also im exporting piece by piece in lwo because even when tweaking with "divide larger than" or "less than"
I cant find a good setting for everything without pushing the 170'000 ngons aha...

Maybe I should output quad + tri because C4D smooth tag does not fix everything. And If I render Cellulo it shows triangles.
edit: added a small AO render :) Im still trying different mesh density between objects.
edit 2: tried 3° angle for everything... 952'797 ngons yeah baby :D I bet I crash my workstation at 1°

EDITED: 24 Jul 2009 by SAMUEL ZELLER

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 From:  Michael Gibson
2804.21 In reply to 2804.20 
Hi DesuDeus, it's looking great!

> Maybe I should output quad + tri because C4D smooth
> tag does not fix everything.

Did you mention above that you were using .lwo format?

I don't think that Cinema4D will read vertex normals from .lwo format, since they are kind of a much newer (and not well documented) optional chunk inside of that format. LWO format tends to be best to go into Modo or LightWave.

For Cinema4D I'd recommend trying OBJ format, which should probably solve your smoothing glitches because C4D will read the vertex normals from OBJ files and use them for shading, which tends to give much cleaner and smoother shading since those normals come from the original NURBS model and are not just produced by averaging polygon normals together.

There's also an alternate Cinema4D OBJ importer plugin called Riptide which is available for free from here: http://skinprops.com/riptide.php , which will also import colors from OBJ files which the standard importer does not do.

- Michael
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 From:  Samuel Zeller
2804.22 In reply to 2804.21 
Added Ambient Occlusion renders (non-optimized mesh, exported as .lwo at 3° angle in ngons)

@Michael
Thanks :D I still have a lot of work to do with animation and materials.
(hopefully we have build a homemade racked renderfarm with 8 quads at work in 2008)
Edit: no time.. animation will wait :(

Ive already worked with cinema 4d using .lwo but never noticed this particular problem before this model.
Im gonna try with Riptide, already heard of it. Never tried it before.
Also I think that cinema 4d triangulate the ngons when its from .lwo file.

Thanks for all the tips and tricks :)

EDITED: 26 Jul 2009 by SAMUEL ZELLER

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 From:  Samuel Zeller
2804.23 In reply to 2804.22 
Edit: Added the Edirol field recorder to the MoI gallery.
Uploaded the original 3dm file on rapidshare (I cant upload it as attachment it make an error)
Im not gonna render it with good materials, I have some real work to do now dont have enough time to spend on this model :(

@Michael
I would love to see your mettalic light system on this model :D

Here's a huge render for the fun :D

EDITED: 26 Jul 2009 by SAMUEL ZELLER

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 From:  Michael Gibson
2804.24 In reply to 2804.23 
Hi DesuDeus, that's very cool, thanks for posting it for others to be able to check out!

It has really turned out great!


> What size do you need for MoI gallery?

Pretty much anything is fine - maybe something not too huge though like 1280x1024 or 1600x1200?

You can also upload more than one image, hit the "Add more" button to put in additional links, you can have stuff like modeling screenshots, alternate angles, etc...


> I would love to see your mettalic light system on this model :D


It doesn't really seem very metallic when zoomed out on the whole thing, but when you zoom in to some features it seems pretty good:







Of course one big thing is just having the style colors display on surfaces.

- Michael

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 From:  Michael Gibson
2804.25 In reply to 2804.23 
Here's one with regular non-metallic, after running ExplodeMove on it to kind of jiggle it apart:



The main reason why I've been working on the lighting recently is that the old style lighting got really very dark with colorized surfaces that were not bright colors.

It seems to be working well in this case to keep things lit well.

- Michael

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 From:  Anis
2804.26 In reply to 2804.25 
Hi Michael...

Good progress on the color mode :)
Can I add more light so the 3D model will look more brighter ?

For me, looks like your image "edirol_nonmetallic.png" need more brighter.

Thanks !
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 From:  Samuel Zeller
2804.27 In reply to 2804.26 
@Michael
"Hi DesuDeus, that's very cool, thanks for posting it for others to be able to check out!"

Thank you, that was the original motivation behind using MoI for it :)
Feel free to use this model when you need it, to test for example your light system on something complex (to check speed).
Ive posted it on the MoI gallery, I didn't know it was a "post yourself gallery" that's why I asked you about the image size.


I like that metallic look! There's not so many curvy surface on this model but the Handles looks great, the Screws also.
The colored solids are very cool too, but I hope you can de-activate the coloration of the solids in this case it looks like an "Edirol Christmas Tree".

"Here's one with regular non-metallic"

This one is cool with color solids, I should care to color with less saturation next time.

"The main reason why I've been working on the lighting recently is that the old style lighting got really very dark with colorized surfaces that were not bright colors."

Even in non-colorized surfaces it gets very dark, good work on the lighthing that's much better :)
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 From:  neo
2804.28 
COOL DesuDeus, I can see your model popping up in every rendering forum:)
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 From:  Samuel Zeller
2804.29 In reply to 2804.28 
@Neo
Thanks, well its just ambient occlusion. It always does the trick.
Ive only posted it on MoI forum and Nurbs + Poly wich is a cool forum too :D
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 From:  Michael Gibson
2804.30 In reply to 2804.26 
Hi Anis,

> Can I add more light so the 3D model will look more brighter ?

I think there may be an option to put specular highlights which would brighten it further.

But the main reason this one looks dark-ish is the base surface colors are dark, the best way to brighten it would be to have some brighter base colors rather than dark base colors.

There is already quite a lot of light being applied to it, I don't think that you will typically want to put much more than that in, otherwise things that are brighter colors will become very washed out.

But probably specular highlights would be what would help in this kind of case.

- Michael
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 From:  Frenchy Pilou (PILOU)
2804.31 
Works like a charm even on a very old computer! No slow down, no crash!

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 From:  Michael Gibson
2804.32 In reply to 2804.31 
Hi DesuDeus, yes actually I meant to ask you about why you were worried about crashing older machines with this.

Did you actually run into a crash when running on some particular machine?

Over here when I load your file, it takes up about 158MB when first loaded where everything is hidden, then goes up to about 240MB when showing everything. So that's not really bad for old machines, unless it was a really very underpowered (very low RAM) old machine.

So I'm not really sure you would need to worry about that so much.

Also generally working with the full displayed model works fine on my 6 year old machine with a Radeon 9600 Pro video card...

- Michael
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 From:  Michael Gibson
2804.33 In reply to 2804.27 
Hi DesuDeus,

> Feel free to use this model when you need it, to test for
> example your light system on something complex (to check
> speed).

Yup, thanks, it makes a good test for speed.

I did a speed test using this with the old versus new lighting systems, and there is no difference in display speed between them.

- Michael
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 From:  Samuel Zeller
2804.34 In reply to 2804.33 
@Michael
Well MoI is rock solid, I was more thinking about crashing when meshing at very high settings.
But not when displaying it, styles are hidden so you can see how the model is constructed.
Maybe a laptop with integrated graphics would have more problems I dont know.

"I did a speed test using this with the old versus new lighting systems, and there is no difference in display speed between them."

Yup, thanks, it makes a good test for speed.
Perfect :D Now I need to make one even more complex aha *joke*

"Did you actually run into a crash when running on some particular machine?"

I tried hard but even at 1° I didn't crash. But I work on 2.4ghz quads with 8gb of DDR2.
Im impressed that MoI can display 970'000 ngons in wireframe.

"Radeon 9600 Pro video card"

Wow :D
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 From:  PaQ
2804.35 In reply to 2804.34 
>> Well MoI is rock solid, I was more thinking about crashing when meshing at very high settings.

The meshing engine stops before killing you system if you are using too extreme settings.
It was added just after the meshing optimization, when it was esay too fill 3 gigs of geometry in few seconds :)

I was never able to crash MoI that way.

EDITED: 28 Jul 2009 by PAQ

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 From:  Michael Gibson
2804.36 In reply to 2804.24 
Metallic display style with specular highlights added now:







- Michael

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 From:  tek (TEKMASTER)
2804.37 In reply to 2804.1 
Very nice and impressive work.
I'm testing MOi and find it very usable.
Looking at works like this is meaning a lot to me.

Spend a couple of minutes (about 15 in fact) in Bunkspeed's Hypershot.
Here is the result.

Cheers!


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 From:  Michael Gibson
2804.38 In reply to 2804.37 
Really nice render result tek!

- Michael
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