Most of last night was spent creating the textures for the paper part of the seal and tonight has been about getting it all together (I need to tweak the Aquila as well, it looks misshapen). Its nearly there but I’ve come across an interesting issue with the mesh.

To get the skull and the the blobby bit together I thought I would stick it into a Boole and be done with… No Kirkby, its not that simple is it? You know full well everyone says that Boole objects are crap and you have known this for years.
The one on the left is the Boole object and the one on the right isn’t. Spot the difference? Well I have to admit at this size you can’t see it too well but lets look a little closer.

It comes from the mesh’s not meshing well and the hypernurbs object its sitting inside.

Thats not good. The problem is that if I don’t stick them into a Boole object then the SSS material sees them as two seperate objects and they don’t render quite as nice. There is a lighter edge around the seals base and it doesn’t look right. I’ve tweaked the settings on the Boole object but to no avail.

So at this point i have a few options.
1) Leave the Boole on and ignore it. (lazy)
2) Do the above and fix it in post. (Not as lazy but its like head in the sand to the problem)
3) Leave the Boole off and ignore it. (Sod that)
4) Turn the Boole on, convert this the an editable mesh and tidy up the resulting mess. (Plenty of work but it will be the best result)
5) Tweak the material so there is no SSS and render that out. (Triple sod that, i like the material thats come out of this)

Time to convert that sucker…

Sorry Mr Smith but you are going to have to wait a bit longer for your artwork.

By Kirkd

2 thoughts on “Wax on”
  1. Could you create a new high density square mesh and use the two original objects to displace it? kinda like draping cloth over them.

  2. Possibly, I did think about doing something similar in zbrush but its not a huge amount of work to clean up the mesh as it is and keep it low(ish) poly.

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