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Help! Metal Grill (Displacement)


colonialboy
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why don't you just model it?

 

create a plane

increase segments

convert to poly

select all edges

chamfer to desired thickness

switch to poly sub object

invert selection

delete

select all remaining polys

extrude to desired height

 

 

something like that anyway, thats just off the top of my head.

 

to get the displacement to work you'd need quite a subdivided plane anyway wouldn't you?

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That method would mean a large amount of polys. My aim, and I think the aim of displacement modeling, is that you can achieve complex modeling with next to no polys.

 

I have attached an image of my displacement map...

 

And using it as a bump is not big enough

Edited by colonialboy
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i believe for displacement to work well you need a lot of subdivisons in the original geometry?

 

i could well be wrong but my instructions above were wrong anyway :)

 

it's like this

 

create a plane

increase segments

convert to poly

select all edges

chamfer to desired thickness

switch to poly sub object while holding control+shift

delete

select all remaining polys (ctrl+a)

extrude to desired height

 

how big does it need to be?

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id model it

proxy it

render it?

 

would be quicker rednering than displacement

 

i would but i'm modeling in rhino, then bringing it across... so its mesh

i followed the tutorial james linked, but I don't get the detail i need!, very choppy, even when amping up the edge value of the displacement..

 

i think i'm happy with bump at this stage. if someone can come up with a better way with displacement let me know

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I might be wrong, but doesn't duratread come in standard sizes? 4 x 4 feet or 6 x 6 or whatever? I did something very similar last week.

 

I modeled one grid pretty much like dave suggested,

 

used the spacing tool and a spline for my walkway,

 

trimmed it up and fixed as neccessary

 

attached all the grids and converted to proxy.

 

way less memory than displacement...

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I guess it really comes down to how much time you are willing to put into the walkway... what quality the final graphic needs to be and what resources you have available... and if you do use displacement, make sure the map is 16-bit so the edges come off nicer.

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Displacement is not the best tool for this. Even if you are modeling it in Rhino and bringing into Max, you are rendering from Max. So its not really much of an extra step to model it. Id make a unit then proxy, as already suggested. It will render pretty fast. Displacement will mean lots of test renders and tweaks, mapping the object and longer render times. Just because you picked up one tool, doesnt mean you can't put it down and pick up another...;)

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I guess it really comes down to how much time you are willing to put into the walkway... what quality the final graphic needs to be and what resources you have available... and if you do use displacement, make sure the map is 16-bit so the edges come off nicer.

 

Its a very easy job now a days. I often use to work in scenes where polygon count easily cross 5 million. so better model it I guess. if you want to use displacement in texture then use procedural black and white tiles for it. :)

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