Anim8or Community

General Category => General Anim8or Forum => Topic started by: B3dman on September 23, 2008, 06:11:24 pm

Title: modeling question
Post by: B3dman on September 23, 2008, 06:11:24 pm
i am trying to make a megalith(like stonehenge) and i am using cubes for the rocks. i can not think of a way to make the angles less sharp without making each rock hi poly is there any way to do this? ???

- B3dman
Title: Re: modeling question
Post by: 3D Joe Wiltshire on September 23, 2008, 06:16:41 pm
Textures, and less shine.

Or just round off the corners closest to the camera...
Title: Re: modeling question
Post by: CowTail on September 23, 2008, 06:22:51 pm
If you don't want to add more subdivisions, then all you can do is set the Smooth Angle to 180. Do this by making sure the cube is converted to mesh (Build->Convert To Mesh) and then double click the mesh to popup the dialog.

What Smooth Angle does is if the edges have an angle less than what the Smooth Angle is set to, then it'll set smoothing via normals for that edge. Naturally a cube has 90 degree angles, so the default Smoothing Angle of 45 would not apply to it. 180 is the max and it'll apply to everything. I recommend also moving the vertices of the cubes around to make it less brick-like and applying seamless textures that don't crease at the edges, but really if you want it to look better then you have to add more divisions and move vertices around. Cubes are cubes afterall. If you don't mind adding a few divisions, you can easily smooth the edges by selecting the edges and using the bevel tool to round them off.
Title: Re: modeling question
Post by: B3dman on September 23, 2008, 11:51:56 pm
thanks guys you have been very helpful! ;)
Title: Re: modeling question
Post by: hihosilver on September 24, 2008, 01:32:56 am
You'll still probably want to add a few more polys.  This doesn't mean you convert it to a a subdivision object, there's no need for that, but the bevel tool could come in handy along with some manual tweaking of points to round those corners off.