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Eric Brown

Polygon Shader Problem

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  • Yup doing it now, I split the screen with the main object like you said and made it a child of the main polygon. I also hid the remaining polygons still connected to the object with a selection tag (seemed like a bad idea to delete them if I can just hide them.

     

    My question is do I only subdivide the original poly and not the screen that I have split?

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  • Screenshot (8).png

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    22 minutes ago, Eric Brown said:

    I also hid the remaining polygons still connected to the object with a selection tag (seemed like a bad idea to delete them if I can just hide them.

    You can't hide them from render so you do need to eventually delete them, unless they would help you in the later modelling of the section behind the glass...

    Likewise, when reapplying symmetry you need to delete one side of both models rather than hiding polys as doing the latter would break some functions of the symmetry object and lead to very confusing situations where you didn't know which side of anything was real !

     

    22 minutes ago, Eric Brown said:

    My question is do I only subdivide the original poly and not the screen that I have split?

    I would subdivide them both, if for no other reason than consistency. Once we have subdivided this is all going under another L2 SDS, so we should keep the poly density underneath that uniform, otherwise we'd need L3 for the lower poly version and L2 for the rest of it.

     

    CBR

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  • ok, when you say set the SDS object to L1...what does L1 mean?

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    3 minutes ago, Eric Brown said:

    ok, when you say set the SDS object to L1...what does L1 mean?

    Level 1. In the SDS settings. It'll be set to L2 by default. Note: It's the RENDER setting here that sticks when you make it editable., so don't just set it in the Editor field.

     

    CBR

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  • You're a genius...

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  • 5 hours ago, Cerbera said:

    Well, adding those lights like that has single-handedly undone all the good work we did earlier, and as you have spotted, ruined the surfaces...

    Actually we're not ready to cut in the lights yet - we have to do the center indent first while we are this polygon level. The topology for that shouldn't run from end to end of the model, which will disrupt the curvature all the way along the bottom edge, but should instead be redirected AROUND the cutout via Inner Extrude like in the pic below.

     

    853135674_HeartCamInnerSection.thumb.jpg.a4508a986021f4ef85090494f99ea6ec.jpg

     

    I have split the surface of  the indent off so that it becomes its own separate object, which will be very helpful later for texturing. I think you will eventually have to build the camera behind it as well, as it is not fully opaque. Likewise, the lights probably are LEDs behind a plastic screen.

     

    Next we do not have enough subdivision to cut in the light holes yet, so let's fix that by setting the SDS object to L1 (editor and renderer) then hitting C to make it editable, before deleting half the models again, and restoring symmetry. NOW we have enough polys to be able to cut the lights in with minimal disturbance to the surrounding areas, using the very minimum amount of edges we need to do that, which is 8, like so...

     

    731360287_HeartCamLightTopo.thumb.jpg.5913d9cc7e8beadfb422e85ab3de0e93.jpg

     

    To make that I selected the 4 polys outside the light hole, inner extruded once, then used the slide tool to move the corner points in and the remaining 4 out to get the circle. Then I inner Extruded again to get the control loop outside that.

     

    So that is what the topo for one light should like before you split off the selected polys (above) as the cover, and extrude the original surface back to make the light inner section. When you have done all 3, it should look something like this under a new L2 SDS object... note no SDS distortion, and all our curves remain undisturbed.

     

    5 hours ago, Cerbera said:

     

    1664757500_HeartCamLightHoles.thumb.jpg.a83da2dd5b50dcd879e9a2bb6450c520.jpg

     

    You will want to extrude in much further than I did if you are making the LEDS that sit under the surface.

    Does that give you enough to work with so you know how to proceed ?

    Why would I want to extrude them much further? Could I just extrude inner extrude again from what I see here and then extrude the cirlces out to make a bulb like shape?

    CBR

     

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  • Sorry still getting used to this site, I replied directly above.

     

    "

    Quote

    Why would I want to extrude them much further in? Could I just extrude inner extrude again to make another control loop from what I see here and then extrude the circle out to make a bulb like shape?

    CBR

     

     
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    10 minutes ago, Eric Brown said:

    Why would I want to extrude them much further in? Could I just extrude inner extrude again to make another control loop from what I see here and then extrude the circle out to make a bulb like shape?

    They are separate objects in real life, and should be in your model too, so they should be deep recesses with actual length LED bulbs within them. Texturing is much easier if everything that is separate is built as such, and if you want light to behave properly in the render then separate objects for those lights is really the bare minimum you should do...

     

    CBR

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  • You're awesome thanks!

    Screenshot (10).png

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