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Tutorials / Re: Introduction to Image Mapping
« Last post by lnbolch on April 22, 2014, 12:59:33 PM »
While I do make some use of the preview panel, I do dozens of test renders to see actual results. To speed things up, I use area rendering a lot—just the areas in question. I also use lots of cameras besides the main one to get close-up views of the detail I am pursuing.

Ray tracing with no global illumination works fine for modeling, and is quick. The main use of the preview window here is in doing the composition, the camera work—angle, focal length and so on. Sunny Wong and his crew have made rendering a whole lot more efficient in recent versions, and I take full advantage of it while creating my scene. Prior to the final render, if I have any questions about how transparency may render at top quality, I can still do small area renders quickly and fine tune to taste.

Once I am happy with my scene and each object in it, I turn on GI and path tracing, set the quality as high as I want, set it rendering and go off to do something else. If it is of high resolution, rich in lights and textures, loads of transparency and reflections, I often set it rendering over night.
Tutorials / Re: Introduction to Image Mapping
« Last post by foff44 on April 22, 2014, 03:54:52 AM »
Thanks for this Larry,  I have been hoping for this tutorial for a while, I have some image mapping coming up in a project I have just started.

Just a quick question:

In this project I use 2 reference images, I have brought in a cube mesh to start, I have set the shading to Shading and Wireframe, is there a way to set some transparency to the shading on the cube so I can see the image underneath ?

thanks in advance
Tutorials / Introduction to Image Mapping
« Last post by lnbolch on April 21, 2014, 09:36:23 PM »
Assumes some familiarity with the Surface window.
General Discussion / Re: Matching Axes
« Last post by foff44 on April 18, 2014, 04:50:08 PM »
You star. :)

Thank you, it was exactly what I wanted.

Thanks again,  now to start modeling..
General Discussion / Re: Matching Axes
« Last post by Stefan on April 18, 2014, 06:48:16 AM »

when you have a top image were the spaceship nose for example shows to the right, then your front image (assuming it shows the spaceships nose to the right too) must be set to front and not right. Hope this makes sense…

General Discussion / Matching Axes
« Last post by foff44 on April 17, 2014, 06:33:49 AM »
need a little help again.

I am starting a project, it is a low poky spaceship modelled from 2 reference images -Top and Side.
In the Top left View Port I bring in the Top View of the Spaceship
In the lower left View Port I make sure it is Right View and then bring in the Side Image
They both line up as I wanted,
The Axes of the View Ports do not match, so when I bring in a Cube Mesh, set up to the Top View the cube is off to one side in the Right View, when I click on it to lline it up with the Side image the cube goes way off in the Top View.
 I noticed that the Axis in the Top View is  Z facing down - X facing to the right
                     the Axis in the Right View is  Z facing to the left - Y facing up,  so any extrusion or modelling I do will be all over the place.

 I have spent about 15 minutes going through options that I could think of in the programme but am getting no where, I spent about the same time in the manual but there is no mention of it.

How would I rotate the Axis in one of the View Ports to match the other View Port?

Thanks in advance
General Discussion / Re: Why do we have:Create - Primitive - Surface
« Last post by foff44 on April 17, 2014, 04:06:07 AM »
Hey Stefan,
I looked at the video it only helped a little being an earlier version of Shade and in Japanese, but I did pick up that the primitive was bought in, moved into position, scaled and set up for modelling then I assume the primitive was then converted to a mesh for modelling.

  I also saw the Knife tool in action and the Add point tool as well.  I had a little play with my version using these tools, will come in handy.

Will actually start a project this weekend and see how far I get :)
General Discussion / Re: Why do we have:Create - Primitive - Surface
« Last post by Stefan on April 16, 2014, 04:04:06 AM »
Hi foff44 and welcome to the forum!

Those basic primitives you will find in all 3D modelling applications avialable. They serve as a foundation for modeling shapes (box modeling technique for example) like the human form etc, by simple adding edge loops to those shapes and then pushing/pulling points etc.

Here you can see for example how a sphere was used in an old version of Shade to model a human female head. :

Hope that helps!


General Discussion / Why do we have:Create - Primitive - Surface
« Last post by foff44 on April 16, 2014, 03:25:14 AM »
Hi Guys

New here and new to Shade 3D

I have just bought Shade 3D V14.1.1 and in the process of trying to learn it, last night I spent about 15 minutes banging my head on the computer trying to do some modelling on a primitive and was getting no where, then I remembered something I heard in a video about the primitives have to be converted to a mesh,
so, my question is:
Why are there options to "Create - Primitives and / or Surfaces" is there is very limited options to model them?
Maybe I should ask
WHhy and or when would you use these primitives in the pipeline?
Hopes this makes sense
Thanks in advance
General Discussion / Re: Scripts for Shade
« Last post by Stefan on December 27, 2013, 04:39:31 AM »
BTW. those plug-i's are in English, once installed. Even if the site and its documentation is in Japanese. ;-)

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