View Full Version : Carved Wood - miniproject

03-24-2011, 12:58 PM
I got kind of turned on after going through James's shell tutorial (http://www.liberty3d.com/forums/viewtopic.php?f=9&t=378), so I went ahead and started playing around with modelling some carved out wood.

This is also the first time I've really let me have some freedom with using CC subdivision's. It gave me a better workflow since I didn't need to be always thinking in quads or tris.... even though, the final model is almost completely made up by quads and it wouldn't be such a problem fixing the rest so it was all quads... but since I really didn't want to use more time on the modeling and my system was managing the CC'subdivided poly's good enough I just went ahead and lit the scene, created some camera animation and rendered :) Allthough it's really just the first animation test... I think it came out very nicely, and I never meant to be spending much more time on this project. So I'm posting it as a Finished project. Lesson's learned and all that :D

Here's the vimeo link to the animation (http://www.vimeo.com/21275368)

And a still frame from the video to tease ;)

Here's the WIP thread (http://www.liberty3d.com/forums/viewtopic.php?f=9&t=542&start=0)... has a few more still images of the model.

Hope you like it

03-24-2011, 01:12 PM
Nice modeling.

Very nice wood texture!

03-24-2011, 01:26 PM
Cool, very nice work.

03-24-2011, 01:42 PM
Thanks guys :)

The wood texturing is very much the same setup as James shows in his tutorial... very neat setup that he uses... It's basicly the same setup only some degamma'd colors closer to the wood type I wanted instead of the offwhite creamy colors he uses in his tut, as well I'de recommend that tutorial for anyone who wants to learn a lots of cool workflows and tricks and tips in only about 18 minutes :)

03-24-2011, 05:31 PM
Very nice effect :) I've still yet to look at CC subdivisions, are they really that much better?! If so it's about time I looked.

03-24-2011, 05:41 PM
No... not better... just different. The thing is that the way they subdivide, means a much heavier and dense mesh in rendering. But since I wasn't going overboard in regards to my system's capability I decided not to care. But what makes them a real gem to work with is while you are modeling, you can slice up your geometry to your hearts content and be working with non quads easily without having to turn of subdivision to fix it (clean up the geometry and make every thing quads or tris). With CC subdivisions you can work in Sub-D mode and clean up and change the geometri without having to go back to working with faces all in between, real time saver that. But ultimatly I'd think that I'd want do initial modeling with CC, then after dealing with all the Ngons, I'd want to render with the old Subdivision method.

03-26-2011, 05:08 PM
Thanks for that - I'm always using sub-Ds but never bothered with CCs - I need to experiment :)