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>> No.394158 [View]
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394158

>>392167
That's pretty ingenious, or at least I might never have thought of it. Or noticed it, because I'm only thinking of flat shading, where all of these seem kind of equal.

Without going into a wall of text, I went and tried out the different ideas again. Here are two sets of images of the results. In the left set of images, it seemed like the vertex-adding method was better at first, but I think in that set I moved the corner of the eye a little too far back. After moving it into a less extreme position I got the set of results on the right. So, I'd say yours is probably the best option, if we're considering shading the model, at least in terms of shading. I imagine it's probably easier to create vertex morphs with your creasing method than adding two vertices as well.

I also tried using the >>389093 method and creating an ngon instead of using tris, which also gave a(different) unwanted shadow, no surprise there.

Thanks for posting that.

>> No.394157 [DELETED]  [View]
File: 269 KB, 1445x1080, comp.jpg [View same] [iqdb] [saucenao] [google]
394157

>>392167
That's pretty ingenious, or at least I might never have thought of it. Or noticed it, because I'm only thinking of flat shading, where all of these seem kind of equal.

Without going into a wall of text, I went and tried out the different ideas again. Here are two images of the results. It seemed like the vertex-adding method was better at first, but I think in that image I moved the corner of the eye a little too far back. After moving it into a less extreme position I got the results on the right. So, I'd say yours is probably the best option, if we're considering shading the model, at least in terms of shading. I imagine it's probably easier to create vertex morphs with than adding two vertices as well.

I also tried using the >>389093 method and creating an ngon instead of using tris, which also gave a(different) unwanted shadow, no surprise there.

Thanks for posting that.

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