waterbottleproblem.rar (14.6 KB, 409 views)
Last edited by Nusirilo; 18-10-2005 at 11:35 PM.
#
2
15-10-2005
, 05:50 PM
Registered User
Join Date: May 2005
Location: canada
click on the little square next to smooth.and check linear instead of exponential.after smooth your object.
#
3
15-10-2005
, 06:21 PM
Subscriber
Join Date: Aug 2005
Originally posted by mc-fleury
click on the little square next to smooth.and check linear instead of exponential.after smooth your object.
You rock man! Thanks so much. For future reference, however, what would the situation be that I would want to use exponential smoothing?
I will post my second problem soon, it has to do with texturing.
(Oh, and sorry about the super large picture, mod.)
#
4
15-10-2005
, 06:52 PM
Registered User
Join Date: May 2005
Location: canada
it depend on what you try to do.if you smooth with exponential,your smoothed model will only have four side polygone.if your model has 3 side polygone before you smooth, and you smooth with linear, the smoothed version of your model will have tree side polygone.i know its not clear at all.sometime, my english can be very bad.i hope this helped.
#
5
15-10-2005
, 09:36 PM
Subscriber
Join Date: Aug 2005
I think I get what your saying. Thanks again for your help man
#
6
16-10-2005
, 12:20 AM
Subscriber
Join Date: Aug 2005
Ok, time for problem #2. When applying the bottle label texture (Which I got from scanning an actual bottle label taken from an actual bottle) I see the glue that was used to make the label stick onto the bottle. I am not sure how I get the label to overlap on itself like it does in real life. Additionally, even though I only want the label to display on one side, it displays on both the inside and outside of the cylinder. How can I put a different colour/background on the inside layer of the cylinder?
|
waterbottlelabelproblem.rar (14.2 KB, 328 views)
#
7
17-10-2005
, 06:58 PM
Moderator
Join Date: May 2005
Location: Manchester Uk
You could use a layered shader with blank white section under the label to mask it out
#
8
17-10-2005
, 07:13 PM
Subscriber
Join Date: May 2004
Location: Denmark
There's also an option that lets you make only one side of an object textured, just can't remember where it is. Another way to do it could be to just make a white (of whatever color you want) cylinder underneath the colored one
Liter is French for 'Gimme some ****ing cola before I break vous ****ing lips!"
#
9
17-10-2005
, 07:54 PM
Subscriber
Join Date: Aug 2005
Originally posted by blomkaal
There's also an option that lets you make only one side of an object textured, just can't remember where it is. Another way to do it could be to just make a white (of whatever color you want) cylinder underneath the colored one
That's what I was thinking (using a cylinder underneath the colored one) but I thought that there must be another way to do it beyond upping the polygon count.
#
10
18-10-2005
, 11:15 PM
Subscriber
Join Date: Aug 2005
Here is an update of my water bottle. There are still a few things that I want to add to the scene. Firstly, does anyone know how I could put slightly noticeable ridges, hundreds of them, on the outside circumference of the water bottle cap? Secondly, is it a difficult process to put water into the bottle? How would I go about doing this?
Thanks!
|
waterbottle9.mb (162.1 KB, 394 views)
Last edited by Nusirilo; 19-10-2005 at 02:17 PM.
#
11
18-10-2005
, 11:36 PM
Registered User
Join Date: Jun 2004
Location: Gothenburg, Sweden
But was it really necessary to show all that grey? If you want to show detail you could zoom and crop, you know.
To create water you could create a cylinder and put inside and assign a shader that resembles water (refraction etc.) Be sure to use raytracing with enough high settings so the light could go though all walls (4 or 6 depending of how many sides your bottle has).
#
12
18-10-2005
, 11:47 PM
Subscriber
Join Date: Aug 2005
Originally posted by DJbLAZER
But was it really necessary to show all that grey? If you want to show detail you could zoom and crop, you know.
To create water you could create a cylinder and put inside and assign a shader that resembles water (refraction etc.) Be sure to use raytracing with enough high settings so the light could go though all walls (4 or 6 depending of how many sides your bottle has).
I did think of cropping it out after the fact, but something is wrong with my photoshop. My brain isn't completely turned on tonight
What would I do if I want to put interactive water that can be poured out of the container in animation and sloshes around in the bottle? I am assuming that that is extremely difficult.
#
13
19-10-2005
, 12:44 PM
Registered User
Join Date: Jun 2004
Location: Gothenburg, Sweden
Then you would use Maya Fluids. And it's a pretty complicated subject.
#
14
19-10-2005
, 02:06 PM
Moderator
Join Date: May 2005
Location: Manchester Uk
Use a layered shader for the lable, as for the water, you could go down the route odf particles for the water
#
15
19-10-2005
, 02:13 PM
Subscriber
Join Date: Aug 2005
Originally posted by DJbLAZER
Then you would use Maya Fluids. And it's a pretty complicated subject.
I don't suppose that there are any tutorials on this subject, even ones not on this website?
Also, what do you guys think of my bottle? I've noticed that no one has really commented on its quality. I didn't think it was that bad :p Should I post wireframe on shaded screenshots of it?
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is On |
HTML code is Off
|