MoI test
SmartDen, not a real tut, but here's how I went about this:
- Create your model in MoI
- Select the entire model and choose "Export"
- Export your model as .obj
- When the selection window appears, choose the N-gons option (which I find works best, since tris tend to product normals weirdness in Blender).
- In order for the model to look reasonably good, you need enough polys. I picked 5 as a value for this one. But be careful, lower values (meaning higher poly count) can make your object beautiful but way too heavy!
- Now open Blender, and import your .obj file.
What I did then worked for this model, but it might not work in all cases, and it might in part be a matter of taste.
- Since MoI exports every disconnected surfaces as separate objects, I've joined some objects to make the materials assignment easier.
- Once this was done, I smoothed the normals on all the separate parts and gave each of them a edge splitting modifier and reduced the angle from 30 (the default value) to 10.
- After that you only need to assign your mats, et voila!
- Create your model in MoI
- Select the entire model and choose "Export"
- Export your model as .obj
- When the selection window appears, choose the N-gons option (which I find works best, since tris tend to product normals weirdness in Blender).
- In order for the model to look reasonably good, you need enough polys. I picked 5 as a value for this one. But be careful, lower values (meaning higher poly count) can make your object beautiful but way too heavy!
- Now open Blender, and import your .obj file.
What I did then worked for this model, but it might not work in all cases, and it might in part be a matter of taste.
- Since MoI exports every disconnected surfaces as separate objects, I've joined some objects to make the materials assignment easier.
- Once this was done, I smoothed the normals on all the separate parts and gave each of them a edge splitting modifier and reduced the angle from 30 (the default value) to 10.
- After that you only need to assign your mats, et voila!
yes briefly last night, but it will be a while before I start cranking out models like you have
I've been in poly mode for far too long
still it's nice to work my Wacom a bit
I think I'll fiddle with it some more while Indigo is rendering along right now....
BTW how long did the above render take? what rendering mode? system specs?
I've been in poly mode for far too long
still it's nice to work my Wacom a bit
I think I'll fiddle with it some more while Indigo is rendering along right now....
BTW how long did the above render take? what rendering mode? system specs?
I love how you post a fantastically composed, full of character picture like that and just say..,
...Just having fun...

...Just having fun...
The hardest part of BEING yourself is FINDING yourself in the first place...
http://thebigdavec.googlepages.com
http://thebigdavec.googlepages.com
Coolc: This is an overnight render on a Pentium a 2.8ghz. Quite a slow machine, hence the small format. I used Indigo 08 stable with Metropolis and Bidir and relatively low AA settings to let it clear faster. I'm rendering a bigger version on my monster at home right now (Quad core 2.4Ghz).
Thanks a lot Dave, Stur: "Just having fun" because there's so much I haven't figured out in MoI yet, such as trying to get more organic shapes. This pic is only made of symmetrical bits and primary volumes, which is the only thing I can do right now
, but working on a new one at the moment, which should be slightly more complex.
Thanks a lot Dave, Stur: "Just having fun" because there's so much I haven't figured out in MoI yet, such as trying to get more organic shapes. This pic is only made of symmetrical bits and primary volumes, which is the only thing I can do right now
Yep, but simple pictures are often the best ones. Furthemore, your picture is telling a story, it makes people's imagination work, and that is great.BbB wrote:"Just having fun" because there's so much I haven't figured out in MoI yet, such as trying to get more organic shapes. This pic is only made of symmetrical bits and primary volumes, which is the only thing I can do right now, but working on a new one at the moment, which should be slightly more complex.
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Yes, it takes a while to get used to, and a lot of trial and error to get rid of all the funny normals artifacts when importing into Blender. But the results are so satisfying, though. I love this "manufactured" look. On this one, though, I had to actually extract all the flat surfaces from the models and make them into separate meshes to remove weird dark bands on the render (and I still forgot a few). Ultimately I think it's only worth bothering for objects that would be nearly impossible to model in polys, especially those where you need lots of booleans.
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