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Author   Topic : "The 3d thread"
durgldeep
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PostPosted: Mon May 28, 2012 10:49 am     Reply with quote
samhell your (very cool) GENESIS panel reminded me of this (below).

Oi. Shocked

lol, it's also a good reminder that not everything needs to be detailed (in a
ground campaign (PG) the biggest challenge is local geography and, uh, water
(eek) - which is partly why I chose a desert scene (above)). This was a needed
exercise and great inspiration to keep going (kicked it up a notch): I can do
better - and still faster, I see now. Smile

whom, that's cheating - disgraceful! Very Happy
Actually your very quick reply (to the mountain ridges question) spurred me to
keep going (see doubt, above). Smile



Last edited by durgldeep on Tue May 29, 2012 3:09 am; edited 1 time in total
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durgldeep
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PostPosted: Mon May 28, 2012 8:48 pm     Reply with quote
Hmmm, think I figured out lighting in Blender. Shocked Except for the mystery
light directly above the figure - whom, any idea what that is? It isn't a light
that I added (started with a fresh doc, just to be sure)...

Oh, never mind I got it - it was a light that I added. Embarassed

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whom
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PostPosted: Tue May 29, 2012 7:38 am     Reply with quote
durgldeep wrote:

whom, that's cheating - disgraceful! Very Happy


lol what did I do this time? Smile
Nice to see you keep going with Blender. hmm you know I just used Cycles now again and this time it felt more quick, hmm strange stuff...


I keep messing around with Bmesh, feels almost like carving. Realized some things about smoothing when I did this engine here. Might do a more serious project once I have figured some things out....
Engine:

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durgldeep
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PostPosted: Tue May 29, 2012 3:45 pm     Reply with quote
whom wrote:
Nice to see you keep going with Blender.


Wanted to figure out lighting at least - how long have I been moaning
about that? Twisted Evil imo the startup/splash should be a giant *F12*!
WARNING: you won't see a goddamn thing unless you *render* the scene
- F12! Razz

Anyhoo, don't think I'll be building anything in Blender any time soon. Like
the tyre (upthread), Sketchup is way faster. If it's still true that quads are
better/faster in Blender, import/'convert to quads' is an awesome tool:

Edit mode/Mesh/Faces/Tris to quads



Tried converting the figure (above) to quads. Worked surprisingly well.

Come to think of it, we should do a Blender tutorial Sijun style (graphics
intensive) - or *you* should do a tutorial, whom - how did I get dragged
into this? Very Happy

The really confusing thing about Blender Help is they never mention
general *location* of the buttons/settings - far too needle-in-a-haystack
for beginners (like me). Just noticed that even colour must be turned
on/adjusted manually: disconnect compared to Sketchup/Sculptris. This
might be the main reason people give up (blindsided)?

Onward! Very Happy
---------------

Oh: very cool 'restrained' look/design to those engines, whom. Smile
---------------

"Cycles"? "Bmesh"? Jagon, jargon, jargon - you could write for Blender
Help? Razz
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whom
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PostPosted: Wed May 30, 2012 1:06 am     Reply with quote
durgldeep, I bet you are more advanced than me these days, I don't import or export as much as you so I must admit that I am kind of lost when it comes to that myself. I think they are building support for tris in the upcoming versions though if I'm right.... there's some guy who's been experimenting with the same buildup as Sculptris but in Blender sculpting. ...ok wait gonna see if I can find the article... Ah yea here it is, dynamic topology like in Sculptris, would fit you like a glove I think if you wanna import sculptris sculpts:
http://code.blender.org/index.php/2011/10/dynamic-topology-sculpting/


...Sculptris is just better when it comes to texture painting if you ask me, hence why I keep doing quick stuff in Sculptris.

I think some things in Blender looks more difficult than what it is. Some others don't I guess, posing is the worst and I keep myself from doing it lol. Not a good way to learn I guess.... lmao. Twisted Evil
Too time consuming though....
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whom
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PostPosted: Wed May 30, 2012 1:17 am     Reply with quote
Btw have you been messing around with Remesh Modifier? Should be useful for pyramids. Smile

This is the same shape and then just remesh applied to the right:

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durgldeep
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PostPosted: Wed May 30, 2012 5:39 am     Reply with quote
samhell, before I start fiddling again (which messed up the foreground, as u
can see), here's a quick idea that might work for overpaint: blocked colour
should be good for reference points, yes? Vertex paint (in Blender) is also
doable but that might be overkill?

Not sure how many mountains you want visible in the shot but of course this
bunch can be tiled in SU. Have stretched them vertically and doubled the
triangle count - can't leave it alone. Very Happy Still finding my feet in this terrain stuff -
and it is awesome fun. Smile



Last edited by durgldeep on Wed May 30, 2012 8:54 am; edited 1 time in total
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durgldeep
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PostPosted: Wed May 30, 2012 8:05 am     Reply with quote
whom, interesting article. Seem to recall the quad versus triangle issue is
important mostly for animations? I might do rigging but have no plans for
animating - or I guess we'll see (in the long run). Smile

If you mean "posing" figures/creatures, that can be very time consuming,
yeah. I've only done a couple experiments (one of them that monkey, a while
back). Seems easier to build the figure in pieces, pose it, then join vertexes
between the various parts (rather than adjust and readjust a figure that's all
one piece).

I have plans for that, uh, 'guy' (above) - I don't know what he is, lol. Ogre, I
guess. Get him an armchair, some books - something like ZM's post. Clothing
will be the real challenge [cringe].

That remesh is pretty cool - and pyramids are always cool. Smile
-----------------

Afterthought re import/export: I guess the point is to match
interest/talent with any part of a program that works for us. If our best
tools (our total strength) are spread between several different programs,
so be it - so we work in a *suite* rather than a room. Cool


Last edited by durgldeep on Thu May 31, 2012 2:42 am; edited 1 time in total
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samhell
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PostPosted: Wed May 30, 2012 11:33 am     Reply with quote
Durgledeep, Whom, awesome stuff going on here! ^___^

@durgledeep: That latest render of the mountainscape looks fraking stunning!
Made me immediately think of an shot like this:



Unfortunately I already went on and finished the panels for the story where
I needed the mountain reference.Crying or Very sad It turned out that the messed up
thing I created on sculptris was enough since I painted over it heavily. Smile

That being said and getting back to the picture above, I'd love to do collaborative piece based on those mountains someday. A sleek jet-thingy on the foreground, a wide open vista of mountains with maybe a huge spaceport or such looming at the horizon? LOL, maybe a pyramid in design?

I think that would be funky... Razz
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ZM
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PostPosted: Wed May 30, 2012 1:39 pm     Reply with quote
Everybody here seems really into mountains and terrain ^^



A quick little thing I've done testing out zbrush tiling capabilities

I started by following this tutorial but the unwrapping part of seemed a bit too complicated, so I did it my own way

Not really that beautiful but i'm happy with for such a small amount of time spent on it

whom wrote:
This is the same shape and then just remesh applied to the right:


Love it ! I wonder how can I achieve the same effect in 3ds max
It could amazing to use for making stairs or bricks or something like that Very Happy
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Sumaleth
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PostPosted: Wed May 30, 2012 5:46 pm     Reply with quote
whom wrote:
This is the same shape and then just remesh applied to the right:

That's cheating!
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durgldeep
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PostPosted: Wed May 30, 2012 11:00 pm     Reply with quote
ZM I like that, it looks like a lava field. Smile

samhell, no worries. Glad it worked out. Smile

"Vista" was my next stop anyhow (coincidence). The ridges felt squeezed and
unnatural, need elbow room...

Blender opens up a lot more possibilities - and whom you're right that some
things in Blender are also *easier* than they might seem.

Here's a test (below) that covers a lot more ground. Same process: two
planes; mess up the top one, intersect the two, and follow/define ridges. Still
not clear on design (should study some reference) but should work. Smile

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durgldeep
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PostPosted: Thu May 31, 2012 3:09 am     Reply with quote
Speaking of that monkey, here's another experiment from page 3. Sculptris;
increasing and then decreasing the face count eroded the edges - much more
interesting when lit. Wink

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whom
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PostPosted: Thu May 31, 2012 3:21 am     Reply with quote
Sumaleth wrote:

That's cheating!


lol, well I am getting older you know. Very Happy
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durgldeep
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PostPosted: Thu May 31, 2012 4:04 am     Reply with quote
Huge issues with this conversion (from SU). Dunno what's up with that.

Okay I'm done flooding. Smile

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samhell
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PostPosted: Fri Jun 01, 2012 9:12 am     Reply with quote
LOL, yes! We just looooove mountains!! Very Happy

Durgledeep, I went through the workflow once that you posted earlier. The results were pretty damn good. A big thank you for sharing that.

Here's the image after importing to SU:


And here's the finished product:


In short, I owe you a beer or two. Very Happy
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durgldeep
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PostPosted: Fri Jun 01, 2012 4:40 pm     Reply with quote
samhell wrote:
LOL, yes! We just looooove mountains!! Very Happy


Not sure I like the sound of that - samhell speaks for himself. Very Happy

samhell those, er - seeing that terrain really made my day. Very Happy Pretty
damn good indeed. The finished panel looks great. Glad that method was
useful. Smile

I started what was meant to be a very quick sculpt, it evolved into this
marathon (still wip). Got a better understanding of how to handle edges.

One new trick (if only new to me): larger triangles collapse faster than
smaller ones (at least when using inverted inflate). If anyone's interested
(again, it's not everyone's cup of tea): using a small inflate brush, mark a
corner/ridge with a much thinner line of smaller triangles, then run a larger
(and inverted) inflate tool along the edge. In this case it worked too well, I
had to soften some edges and some are still a bit too sharp (I see now).

Onward. Smile



Last edited by durgldeep on Tue Jun 05, 2012 5:17 pm; edited 2 times in total
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whom
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PostPosted: Sun Jun 03, 2012 3:03 am     Reply with quote
Awesome guys. Smile


flashlight, 1 hour
(Made for practise and for my speed modelling thread over at cgsociety) Feel free to join the activity that I am doing overthere if you want guys, I can post you the link if you want?

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durgldeep
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PostPosted: Sun Jun 03, 2012 4:33 am     Reply with quote
whom wrote:
Feel free to join the activity that I am doing overthere if you want guys


Never! Very Happy

Took a look at cgsociety a while back - and again just now. Not my style but
thanks for offering. Cool flashlight. Smile

Now every time I start something in SC (Sculptris) it turns into a marathon.
Candy factor is too high? Have also discovered that converting SC meshes to
Blender meshes is a snap, even manually (never mind "tris to quads" (above)).
Might be 'switching' to Blender sooner than later. Smile


Last edited by durgldeep on Wed Jun 06, 2012 4:29 am; edited 1 time in total
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PostPosted: Sun Jun 03, 2012 7:31 am     Reply with quote
thanks durgldeep. Smile That's a real nice pelvis by the way...

I made an experiment with displacement "clouds" settings and then added a texture of mountains on top of that. I guess it could be used for painting if one wanted that....

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durgldeep
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PostPosted: Sun Jun 03, 2012 12:38 pm     Reply with quote
whom those mountains are incredible, very 'other worldly' (in the alien
world sense). To me the bottom one half looks like a painting already,
though not exactly painted. I think the reality/unreality look/mix makes
it... like it's part of a remote story on a remote world (where natural laws
are somehow different?).

After staring at it for a bit, it's also troubling... which I guess is part of the
hook/effect/appeal. I like it. Smile

2.61 crashed three times in a row - joy - downloaded 2.63a (can't be any
worse? hehe). Am doing a first piece (a figure) the 'wrong' way, the hard
way so any problems with method will show themselves... Apparently
Blender doesn't like Sculptris .obj files, ie. won't preserve groups even
when "groups" box is ticked... Also accidentally enabled snapping, spent
half an hour trying to figure out wtf...

Just like old times, *sigh*. Very Happy
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PostPosted: Tue Jun 05, 2012 11:39 am     Reply with quote
you know all those constant updates of blender is real annoying, I might pass the next one depending on what kind of update that it is. cycles is working better for me now. Appreciate the comment there btw durgl, thanks again. Smile

speedpainting thread is really on life support these days, weird as it used to be the most lively place to be in this place. We guys better stick to the 3d thread right? Twisted Evil


tree without leaves, 1 hour ( for my speed modelling thread over at cgsociety)

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PostPosted: Tue Jun 05, 2012 6:33 pm     Reply with quote
Speedpainting thread - only 39,000 more posts and we can overtake them! Twisted Evil
I'm game. Very Happy

Again I've got nothing to show tho have made progress. Discovered
vertex groups (grouping problem solved) - and weighting too (basic form of
weight paint).

Editing SC (Sculptris) meshes in Blender is way easier than building from
scratch (in Blender). As an exercise, started converting the pelvis (above)
into a nice tidy Blender mesh: tris to quads then clean up. Then realized
the chaotic quad mesh is perfect for vertex paint, ie. tiny spots of colour
(as I plan to do) will never fall in a straight line.

Understanding pelvis shape *transformed* the figure/anatomy I'm doing:
modeling on top of a basic pelvis shape I can see my previous (glaring)
errors. Scapula/clavicle next - didn't want to do a whole skeleton but
maybe can't avoid it. Smile

Nice tree - and nice coincidence: been thinking I need a break, maybe do
a simple tree scene in SU. otoh there's a sense of urgency in knowing that
Blender is workable...

If it takes over my life, I know who to blame. Very Happy
--------------------

Guess I can add something (lest I start talking in jargon, hmmm). For
working with multiple Sculptris objects:

1. import from Sculptris and switch to Edit Mode
2. select single vertex (in any one 'group') and press L key
3. all vertexes are selected; press A key to deselect (all)

Grouping is a bit more involved (but not much more):
http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Vertex_Groups
[Edit: pasted the wrong link (above), 2.4 - now changed to 2.6]

This model is mirrored (different subject).



Last edited by durgldeep on Fri Jun 29, 2012 5:52 am; edited 1 time in total
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durgldeep
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PostPosted: Thu Jun 07, 2012 7:27 pm     Reply with quote
Tested myself re pelvis (below) - and failed (had to use reference again).
Surprise, clavicle is harder (partly due to huge variety of reference?). Shocked

Main discovery: u have to pick ur battles, ie. what level of detail/accuracy u're
aiming for...



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Nide
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PostPosted: Sat Jun 09, 2012 1:58 pm     Reply with quote
nice ! Cool

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durgldeep
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PostPosted: Sun Jun 10, 2012 2:13 pm     Reply with quote
Nide, which program? Or is quads always Blender - nfi.

*Nice* indeed (might be understatement, heh). Very Happy

Otherwise the skeleton discovery tour continues - will need a rubber room
after this... Shocked
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ZM
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PostPosted: Sun Jun 10, 2012 3:36 pm     Reply with quote
whom wrote:
you know all those constant updates of blender is real annoying, I might pass the next one depending on what kind of update that it is. cycles is working better for me now. Appreciate the comment there btw durgl, thanks again. Smile

speedpainting thread is really on life support these days, weird as it used to be the most lively place to be in this place. We guys better stick to the 3d thread right? Twisted Evil


tree without leaves, 1 hour ( for my speed modelling thread over at cgsociety)


wow I totally missed that, AWESOME !

I'm working on a enviro, still a heavy WIP
Based on this concept piece

Lots of placeholders (the big red cyclinder, or the white boxes)





details of some props here

I was doing some experiments, and found that a night time scenario could be nice, It does have a little bit more personnality Rolling Eyes




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whom
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PostPosted: Sun Jun 17, 2012 6:40 am     Reply with quote
ZM, I assumed that remesh modifier was incorporated into 3dMax? I only know the older versions when it comes to 3d max..... Maybe it is only a blender plugin, works well though. Smile
Nice environments, thanks for the comment. Trees are really time consuming if one wants detail Smile


I made a theme over at cgsociety this week, the items are bathroom stuff. Feel free to post some if you have.

hand basin, 45 minutes (no tap as of yet....)



I had the tap as an item in the list, ...ah nevermind don't need to ramble about that here I guess lol.
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PostPosted: Mon Jun 18, 2012 1:24 am     Reply with quote
ZM nice, lot of work there... Shocked

whom I once did a bathroom in Sketchup, lol, was terrible so I best not show it.
Nice clean work as usual, cool. Smile

First pass on the feet; copy/pasted the toes just to get it done; not standing
flat (obviously?). Various references, which makes it a real challenge (huge
variety between skeletons/examples, as above).

Onward. Smile

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PostPosted: Mon Jun 18, 2012 3:48 am     Reply with quote
ZM, just a suggestion. How about adding some warning signs, loading dock signs + the usual you would find on a hardware/storage area like that?

something like:





Also, maybe a ladder or two would be nice? The reason why I'm saying this is that this scene gives me heavy FPS-vibes and I think some hint at vertical movement possibilities might be cool for the scene if it really is a game concept?

Durgledeep, Whom, good stuff! I'll try to catch up again with some 3d work soon!
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