As expected the amount of softening is proportional to the size of the translucent mesh. Putting it around the light let you control the softening amount per light, but you don’t get the effect for the HDRI. The cone gives a smoother appearance.
I made the cage with the traditional method of using an array with a rotated empty as the offset, it’s very limited but it’s simple to do. I tried using a custom geo node array I made but it was too limited for this use case, I need to redo the nodegroup later.
Progress on the motor box and the buttons at the base. Some details I’m gonna do directly in the texturing process to not complicate the highpoly too much.
I decided to work on this now since I’ll be using it a lot, it was surprisingly easy to figure out!
Instead of using a circle primitive to control the rotation of the arrays, I just duplicated and rotated them directly by converting the geometry to an instance and using the duplicate elements node.
The rotation axis is either 0 or 1 to define in which axis the array will rotate around;
The pivot offset is ignored once you set a pivot object. Sadly the object can’t be an empty or it won’t work;
The node also outputs the index and the count of instances, which can be used with shader nodes for example
I wasn’t feeling like modeling the third fan today so I figure I might as well start with the lowpoly versions.
First lowpoly is modeled but not UV mapped yet. I went and simplified the blades further after I took this screenshot. This mesh is about 900 vertices:
Hello!
I had a big change of plans and decided to redo all the fans again in a different way.
This time I’m modeling all of the details using just enough geometry to support the shapes, along with custom normals using the weighted normal modifier to correct the shading. This way I won’t have to use a normal map to fake the details and the models will be much lighter than the highpoly versions.
I just started remaking the 3rd fan. I’m pretty happy with the new versions but this project is taking such a long time and I’m getting sick of it to be honest
I might come back later and model a very basic motor for each fan, since you can look inside through the openings in the back. But for now I’ll move on to texturing and shading.
I had a lot of things happening last week and forgot to post here, but I’ve finished the fans and published them all to Sketchfab and to Blender Market.