Forum Replies Created

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  • Eugene Hooper

    January 28, 2009 at 10:33 am in reply to: symmetry object

    wow thank you so much, I doubt that I would’ve been able to figure out any of those methods on my own. There’s only so much you can teach your self. I’ll give those methods a try and see which one I’m most comfortable with. Regardless of how they do the job, it can only be better than what I was doing before lol.

    Once again, thanks a million.

  • Eugene Hooper

    January 27, 2009 at 11:19 pm in reply to: symmetry object

    oh great I tested out the optimize function and it fixed up the bounding box problem. Because I was using polygon selection looks like it had left all the points behind. Sorry I dont know how to up upload my file, how would I go about doing that? I only see options to upload an image or video. However, I dont think it is necessary, I think I know what I am doing now.

    Still, if anyone knows a simpler method of making a reflected object instead of an instance using symmetry or by other means, it would be appreciated.

    Cheers

  • Eugene Hooper

    January 27, 2009 at 12:18 pm in reply to: symmetry object

    yea I did but I doubt that that is the way, I think I was just getting desperate. And I dont have just a single object in the symmetry but actually quite a few bits and pieces making up the arms and legs.

    *goes off to try something*

    ok, well I think I found a way of dividing the reflected object from the actual object but it’s somewhat tedious. I created a copy of the symmetry containing the object, for 1 of those copies I made the actual symmetry editable > then using polygon selection I selected the side that had the original object, deleted it leaving me still with the instance copy (which now is an object), then with the 2nd symmetry copy I simply disabled the symmetry function and voila, I have both left and right sides.

    Now when I select objects in the object manager for the 1st copy, the objects still correspond with my selection as it would the original. Only slight problem is that the bounding box extends all the way to where the original used to be, occupying space as if the original objects still exist.

    Im still open to suggestions for this is the best I can think of. Hopefully there’s a more efficient way of doing this, perhaps there’s a simple button staring at me waiting to be un/checked but from what I can see looks like the symmetry options are pretty limited.

    Again, thanks in advance. Sorry for the long post but I would like to know the best possible method before I go off tediously dissecting my model.

    Cheers

  • Eugene Hooper

    January 27, 2009 at 5:36 am in reply to: no help system in R10?

    thank you, as always you have been a great help. I should’ve seen the “updates” section though, my mistake :p

  • Eugene Hooper

    January 27, 2009 at 2:23 am in reply to: Unnecessarily Long Renders with GI…

    oh that’s good to know that the dpi doesn’t have a huge effect on the render time. When I work on future projects I won’t have to be so hesitant about upping the dpi then, it’s nice to know that you can get print quality with no huge sacrifice to render time.

    thanks 🙂

  • Eugene Hooper

    January 26, 2009 at 12:06 pm in reply to: Unnecessarily Long Renders with GI…

    correct me if I am wrong but if you’re just rendering for screen resolution shouldn’t the dpi set to 72dpi? Like Brian Jones mentioned, using a high value such as 300dpi would be used for print. Wouldn’t that be where a significant chunk of the render time be wasted?

    I would appreciate it also if someone could confirm this, I am quite new to this myself and would like to know.

    Thanks in advance 🙂

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