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headus 3D scans

Architectural UV

 
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JohnJohnson



Posts: 18
Joined: 25 Jun 2009

PostPosted: Mon Jun 29, 2009 12:54 am    Post subject: Architectural UV Reply with quote

First finished project with UV and bodypaint.
Crits always welcome.



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headus
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Posts: 2894
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Mon Jun 29, 2009 2:14 am    Post subject: Reply with quote

One tip I picked up in my short career as an architectural modeler ... if you cant see a polygon, delete it! Getting rid of the circular end caps doesn't sound like it would help much, but if you have a lot of columns in a scene, it all adds up.

Phil
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JohnJohnson



Posts: 18
Joined: 25 Jun 2009

PostPosted: Mon Jun 29, 2009 2:46 am    Post subject: Reply with quote

thx for the tip.
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Rich-Art



Posts: 120
Joined: 29 Dec 2005

PostPosted: Mon Jun 29, 2009 11:30 am    Post subject: Reply with quote

Haha not only for architecture. This must be done for every object in 3D.
My example of "the shaft" (in de gallery) is a good example. Almost every object is less than half. I've deleted all the unseen.

As you say phil, a rule of thumb in 3D is, if it is not seen through the cam, don;t model it.


The UV looks nice John...

Peace,
Rich_Art. Wink
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JohnJohnson



Posts: 18
Joined: 25 Jun 2009

PostPosted: Mon Jun 29, 2009 12:31 pm    Post subject: Reply with quote

Thx Rich
2 closest columns were textured with a 1 click bodypaint ,that was cool,no distortion,right away good looking.
3rd was photoshopped already to get the loops less obvious.
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