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Re: 4 million wayward polygons

Posted: 01 Nov 2008, 17:54
by Olrox
Yeah, for rendered images it is much more practical to apply materials to get the effects.
But, for the base, I found it strange because howitzers have a lot of recoil, so it just looks like it woud fall backwards if it fired :D
With a concrete base the recoil would be compensated by the traction resistance of the base, as it would be anchored to the ground already. (I'm at technic civil construction course, so I give attention to details like that very often)
What renderer do you use? mental ray?

Re: 4 million wayward polygons

Posted: 02 Nov 2008, 00:14
by lav_coyote25
awesome picture - is too bad we cant have that type of huge poly in game. :gonk:

Re: 4 million wayward polygons

Posted: 02 Nov 2008, 17:10
by cathuria
Olrox: well, the base seems in line with real-world reference photos of artillery pieces, but perhaps part of the problems is that the girders wound up looking rather "dainty" -- perhaps I'll fix that and present some alternatives... hm...

And I use Modo for modeling and rendering; my final images are usually hdr passes composited and gamma-adjusted in Blender, with a lot of post-work done in Gimp.

Re: 4 million wayward polygons

Posted: 02 Nov 2008, 21:08
by Olrox
See if it looks alright if you rescale the base to 133% it's current size ;)