BB-8 Body


BB-8 Body
#1
I decided to do a few parts from the LDD leftovers. One of the is the BB-8 body, part 20953.

When doing it in the usual 16  segment, I find it too rough, not giving an eye-pleasing result. However making it 48 segments seems a bit too many, as the number of (plain) surfaces on the sphere would be around 720. I tried with 32 segments for a circle now and this is the result below. Note, that the print is 48 segments.


.png   20953.PNG (Size: 26.15 KB / Downloads: 58)

What's your opinion on the number of segments?
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RE: BB-8 Body
#2
32 seems a good compromise as it allows relatively easy junction with 16 primitive studs... Perhaps go a bit further, 32 in horizontal plane, 24 in vertical direction?
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RE: BB-8 Body
#3
(2017-10-13, 14:41)Gerald Lasser Wrote: I decided to do a few parts from the LDD leftovers. One of the is the BB-8 body, part 20953.

When doing it in the usual 16  segment, I find it too rough, not giving an eye-pleasing result. However making it 48 segments seems a bit too many, as the number of (plain) surfaces on the sphere would be around 720. I tried with 32 segments for a circle now and this is the result below. Note, that the print is 48 segments.



What's your opinion on the number of segments?

I'd just do 48. It's a standard facecount and it doesn't really matter with modern renderers.
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RE: BB-8 Body
#4
(2017-10-13, 14:41)Gerald Lasser Wrote: When doing it in the usual 16  segment, I find it too rough, not giving an eye-pleasing result. However making it 48 segments seems a bit too many, as the number of (plain) surfaces on the sphere would be around 720. I tried with 32 segments for a circle now and this is the result below. Note, that the print is 48 segments.

How does it look with smoothing ?

But Orion is right modern hardware barley gets exited about 720 faces, if rendering per part the api overhead is probably more of an issue then the face count Smile
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RE: BB-8 Body
#5
Thanks for your opinions, made me go for the 48 segments
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