Re: Limit Theory Fan Contest - Discussion
Posted: Mon Apr 16, 2018 7:09 am
There are a couple of possible tricks to give a sense of scale.Black--Snow wrote: ↑Mon Apr 16, 2018 4:43 amYeah, I'm struggling with this one. I'm not sure how to properly give it scale. If you have any tips, I welcome them with open arms.
The first one, as mentioned by thedamngod, is windows - even if probably a spaceship would never have windows as weak points, we are automatically thinking that every lighted square is about 1m2. This is the trick used in my movie above.
The second one is using other objects to emphasis size difference. This is the way I used in my last LTFC entry with the fighters that are small as dots when they leave the carrier bay, but large close to the camera. This could be turrets as well as thedamngod is mentioning.
The best option is greebles. Adding details that give the impression of structures and therefore scale. It works best when used in clusters and not on the whole surface, as illustrated in an ugly picture here. I also used this technique in my last LTFC entry, with the cannons, some pipes and some localised tectures with heigh-maps (e.g. close to the canons with the red lights).
FInally I learned higher in this thread that the FOV of the camera is also a good trick to give a sense of scale - just scroll upwards. But your model must have the details to allow closer scrutiny.
I would love to make such an exhaust in Vue. Not using Blender and don't want to start one more software now when there is still sooo much to learn in Wings 3D and Vue...
On another topic:
I think the problem comes from the lack of details/polygons.HowSerendipitous wrote: ↑Mon Apr 09, 2018 4:02 pmI think it'll just take practice. I usually start with a cube and keep cutting and extruding faces until I get a vaguely ship-like shape I use the extract function to create separate models for when I need a different texture.
When building a model in Vue, it is a "perfect" geometrical definition. So when rendering, automatically the level of detail increases as the part is close to the camera.
A sphere is always a sphere, even seen from very close.
A model in Wings 3D has discrete faces (even if the edges can be "soft"). So when you zoom in a sphere, at some point, it will look flat. And the default number of polygon for spheres or other rings is actually quite low...
My conclusion (if I am not wrong) -> angled shapes as often existing in human designs look good (see for example in my model the pentagonal object holding the engines) but the rounded shapes are more difficult. Probably I need to increase dramatically the number of polygons even in places where I am not adding details or correcting the geometry (which were my only motivation for adding points and vertices)...