Author Topic: Interior space modelling  (Read 6437 times)

2016-03-21, 20:29:05

Edvinas

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Hello,

Before starting new project, wanted to discuss about modelling. Maybe there is something really good what I don't know.

Wondering what is the best solution for this type of interior(see attachment). Cellar, vaulted ceiling with voids, medieval bricks. Two main modelling ways come to my mind:

- low poly, uvw unwrap, corona displace + bump with normals. Looks good, but probably will crash on 4k rez with 32GB Ram memory.
- high poly, uvw unwrap (3ds max displace), + bump with normals. Poly count will be crucial also, but looks bit more safe and stable.

Anyone knows better way? Would really apreciate the answers.
Thanks in advance!
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2016-03-21, 22:30:54
Reply #1

burnin

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Learn about the Modular Design & Workflow to your needs/intentions. If not experienced with it yet, turn to your advantage by gathering more knowledge and skillz. Even if you later decide to animate or move into game engine (RT) you'll be on the track and won't have to do extra deconstructing & reconstructing.
Same as with any building project in architecture or events, films, fairs, sets... (history fact: bricks are the first/primal modules invented). The need to lower energy and effort invested, to have greater-better efficiency, the building and the process (knowledge, skill, tools...) need to be as simple as possible - modular. Practiced since ancient times.

2016-03-22, 01:19:24
Reply #2

Juraj

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So your question actually comes down to "baked" vs "rendering-time" displacement, not actual modelling (for which you would still use modular approach suggested by Burnin, using the ever excellent Polycount Wikipedia).

I think for bricks, displacement should be fine as long as you optimize edge length parameter in Corona settings to something higher. But I know....the displacement takes ages to pre-compute... I avoid it as much as I can too. But bricks don't require micro detail (bump will do the trick here), so higher edge length should solve the memory issue and retain enough detail, while manual "baked" displacement in 3dsMax would require far too high subdivision.
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2016-03-22, 16:00:33
Reply #3

maru

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I too would suggest low-quality Corona displacement + detailed bump map.
Marcin Miodek | chaos-corona.com
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2016-03-22, 16:06:04
Reply #4

romullus

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I don't see how one can get better or less resource demanding results with displace modifier instead of rendertime displacement in such scenario. There are cases where displace modifier can be vastly superior over micro polygon displacement, but clearly this one isn't.
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2016-03-22, 21:44:14
Reply #5

Edvinas

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Thanks very much for the info. Helped a lot.

Gave some time for learning today, tomorrow will try some tests. As soon as I get something, will post them here.
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2016-03-23, 00:52:36
Reply #6

Edvinas

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All right, did some very simple tests, coronadisplace should do the thing in this project.

But got one more newbie question.

Here is the situation. I got low-poly model, correctly looped edges, unwraped and then smoothed (turbosmooth). And still receiving some minor texture distortions on edges. Is there any solution to get rid of this, without 2015 max, which has opensubdiv? Unwraping after turbosmooth would be nightmare..
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2016-03-23, 09:11:18
Reply #7

romullus

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You can try to tighten support edges even more, but even then slight distortion after turbosmooth is almost inevitable. And on such small and regular pattern like bricks, it could be quite noticable. Also, you can try to brake all UV edges before TS - sometimes it helps.
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2016-03-23, 11:35:19
Reply #8

maru

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UVW + TS... Tell me about it. :)
You can try using mesh smooth modifier with "old style mapping" checked, or use different subdivision methods.

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2016-03-23, 20:50:29
Reply #9

Edvinas

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Just some first tests. Minor fixes left with unwraping(some edges still has distortion) and few places and details to paint in ps. 

Only diffuse map, no displace or bump.
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2016-03-31, 22:56:07
Reply #10

chopmeister

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You could have used OpenSubDiv instead of turbosmooth. It works differently so it unwraps easier and better than meshes made for TS. It does produce a higher polycount since the faces are distributed more evenly, but if you're displacing everything anyway it doesn't matter that much. :)

2016-04-01, 11:23:18
Reply #11

maru

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Quote
Is there any solution to get rid of this, without 2015 max, which has opensubdiv?
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2016-04-01, 14:38:01
Reply #12

chopmeister

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Ah missed that. Sorry, my bad.