uncle twist
Well-known member
I just went and took some for you, here`s some shots...One step forward or backward does make a diff. on whether you can see it or not, you have to get the glare to hit just right.
Yep, I could see that, I guess it`s the way the light hits it, causing a shadow effect on the ribs and spar that`s giving it a semi-transparent look, but as you say, it wasn`t intentional, so I don`t know what`s happening, but it looks nice.Ahhh…….. that’s the modeled ribs. I’ve got a slight sag between the ribs so the light reflects differently there.
It is heavy because there are too many meshes.One last thing, on my end it takes quite a while for the DDS to generate, and then again once you select it from the list. I'm not sure if it's just on my end or if there's something going on somewhere. So please let me know if loading is an issue for you. I'm not sure exactly what I can do to fix it if it is a problem though.
Yes, I still need to add the collision mesh. That's always the last thing I do after I make sure everything is correct with the model. All of my models have many objects in them. I know it drops the FPS, but it works just fine on my dinosaur of a laptop so I think most users will be ok in that aspect. The only time I see an issue with FPS is when smoke is involved, and even then it takes a lot of that to start slowing things down. Once I set the collisions, the tri count should be cut drastically.It is heavy because there are too many meshes.
Taxing will drop the framerate a lot.
I think you need to reduce the mesh and set the collision mesh (~CS_COLL).
I am attaching a screenshot.
please take care of it.
Yeah once you create the collision mesh the total triangles will go down about 50%.Yes, I still need to add the collision mesh. That's always the last thing I do after I make sure everything is correct with the model. All of my models have many objects in them. I know it drops the FPS, but it works just fine on my dinosaur of a laptop so I think most users will be ok in that aspect. The only time I see an issue with FPS is when smoke is involved, and even then it takes a lot of that to start slowing things down. Once I set the collisions, the tri count should be cut drastically.
Yep that's why I mentioned the total triangles will go down about 50% after the collision mesh is created. I learned that in my early days when I didn't create a collision mesh. The video I watched that got me started modeling didn't mention them so I just started modeling and never created them. But like abaser mentioned he was just waiting until the end to do them.yeah if you dont provide a collison mesh RF will duplicate the graphic mesh for the Collison mesh
They look amazing Andy, the glare on the canopy takes away a little, STILL great renders though...Probably the most realistic I'll try and get with my renders. Time wise, these took a little too long for day to day rendering.
I saw that too. I’ll adjust the roughness to eliminate that.They look amazing Andy, the glare on the canopy takes away a little, STILL great renders though...