Josh1587140445 Posted June 25, 2003 Share Posted June 25, 2003 I am currently working on a model and I am about to takle the site. It is a flat site (Thank god and about time). But the side walks and patios are not straight lines, and have some what of a pattern in them. Would somone be able to suggest on how I would be able to get the score lines. The pink lines are the sidewalks. Link to comment Share on other sites More sharing options...
Josh1587140445 Posted June 25, 2003 Author Share Posted June 25, 2003 Link to comment Share on other sites More sharing options...
Ernest Burden III Posted June 25, 2003 Share Posted June 25, 2003 But the side walks and patios are not straight lines, and have some what of a pattern in them. Would somone be able to suggest on how I would be able to get the score lines.The easiest way is a texture map. Create a poly just under your model that covers the full area of the sidewalks, plus a tiny bit. Either do a screen capture at full resolution (just like what you posted) that includes the polygon boundry...or you can render out a wireframe at higher resolution, depending on how fine you want the lines. In photoshop you now have an image map with the sidewalk lines. You can do a bump map, or add a texture for the concrete and have the lines over and just use it as a texture map. This will allow you to add some subtle variation in one 'slab' to the next, which is a plus. Just be sure its high res enough if you will be seeing it up close. Back in the rendering software, get the mapping coords from that poly for a planar (plan) projection and apply them to the polys of the sidewalk. If you don't feel like modeling ANY of the sidewalk you can put one plane just above the lawn level and use a map with an alpha channel to 'cut away' outside your curved lines. You would crop the image map to the exact polyhon shape you made, so the map will simply fit perfectly. All from the CAD plan--it wouldn't take you much longer than it has taken me to write this. [ June 25, 2003, 02:05 PM: Message edited by: Ernest Burden ] Link to comment Share on other sites More sharing options...
bigcahunak Posted June 25, 2003 Share Posted June 25, 2003 Originally posted by Ernest Burden: All from the CAD plan--it wouldn't take you much longer than it has taken me to write this. LOL - thats a good one. I used this methos a few times - it works good. Having said that, it does look fairly easy to model, if you do want more control over the surfaces. Link to comment Share on other sites More sharing options...
mbr Posted June 25, 2003 Share Posted June 25, 2003 I'd just model them. It won't really add that many more polygons and you'll be sure to catch the edges with the light. Link to comment Share on other sites More sharing options...
Ernest Burden III Posted June 26, 2003 Share Posted June 26, 2003 I'd just model them. It won't really add that many more polygons and you'll be sure to catch the edges with the light. You can do that in Photoshop also, by doubling the line layer, making it a lighter color and offsetting it one pixel or so up and to the side--just plan for sun angle. You can put it either over or under the darker lines. That way you build that sun-catching bevel into the bitmap or bumpmap (or both). I would agree that modeling would give you more flexibility, but the question is time. The bitmap way is faster, the modeling way is more detailed and allows for you to get closer to the house. For what its worth, I would usually model the sidewalk, but it would take me longer. Link to comment Share on other sites More sharing options...
ingo Posted June 26, 2003 Share Posted June 26, 2003 I agree that the best way is modelling, and i guess in this case even the fastest. You than could select different object of the sidewalk and give a minimal change in color/diffuse to make it look a bit more real without using dirt maps. Oh and please show the rendering when ready... Link to comment Share on other sites More sharing options...
Ted Boardman Posted June 26, 2003 Share Posted June 26, 2003 >>Would somone be able to suggest on how I would be able to get the score lines Josh, Check my column from last July http://www.cgarchitect.com/upclose/article3_TB.asp where I do some sidewalks. If you loft the sidewalks you'll have good control of the mesh density and you'll be able to use the loft mapping coordinates that cause the material to follow any curvature. Use a black and white Gradient Ramp set to Solid Interpolation in the Bump slot to create the scoring. Ted Link to comment Share on other sites More sharing options...
Ernest Burden III Posted June 26, 2003 Share Posted June 26, 2003 I agree that the best way is modelling, and i guess in this case even the fastest. You than could select different object of the sidewalk and give a minimal change in color/diffuse to make it look a bit more real without using dirt maps.Modeling it FASTEST? No way. The entire thing can be done by making ONE rectangular polygon and one bitmap by modifying a screen capture. Mapping is planar, so no UVs to set. You could model that curvy sidewalk with joints quicker than what I just described? Well, you could sweep a small 'V' shape along all the lines in the CAD plan, and then do some sort of capping, but its still not faster. Link to comment Share on other sites More sharing options...
CRD Posted June 26, 2003 Share Posted June 26, 2003 If you are not going to get super close to the sidewalk, I've found it's quickest to make your sidewalk joints as renderable splines. So in cad, make a layer with only the control joints on it . Then in your renderer, make those lines renderable and move them slightly above the sidewalk, apply a slightly darker material to the joint than the sidewalk, and it looks like a groove. In 3d, the spline actually becomes a very thin cylinder laying on the surface, but in the rendering, your eye will make the darker line a depression in the surface. Colin Link to comment Share on other sites More sharing options...
John Dollus Posted July 2, 2003 Share Posted July 2, 2003 If it's a rendering, I would paint it. If it is an animation, model it. Link to comment Share on other sites More sharing options...
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