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Topic : "The 3d thread" |
durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Fri Mar 23, 2012 10:31 pm |
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samhell, shameless! - welcome to the club - vehicle concepts are still
beyond me, kudos...
same for armour but think I found a workaround (below; design help from Halo,
obviously): might be easier (at least for me) to do basic shape in sculptris,
then build the elements in sketchup/blender (where precision is a restriction)...
don't like the updated sculptris (went back to original version) tho paint
actually *works* in the new one (new toy!)...
Tomasis, excuses excuses...  |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Sun Mar 25, 2012 10:36 am |
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Stopped to finish figure (started with old bust) - onward.
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Tzan member
Member # Joined: 18 Apr 2003 Posts: 755 Location: Boston MA
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Posted: Mon Mar 26, 2012 7:40 am |
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I took some photos of an old power transformer behind my building.
Most of the time here was spent fixing the photos into a texture image, so not much artistic stuff really.
I had to do some reconstruction of areas behind grass and concrete, cloning.
It was a cloudy day and that box has been taunting me for several years.
Overcast sky is best for pictures.
Its 42 inches tall.
This box has been sitting outside for 37 years, the yellow is pine tree pollen buildup.
Screen shots from Lightwave.
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Mon Mar 26, 2012 9:02 pm |
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Nice texture, Tzan (something I haven't tackled yet).
Stage one, done (basic components):
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Fri Mar 30, 2012 7:21 am |
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Tzan, that works very well, nice texture work.
durgl, Wow inspirational stuff for sure, you're really good. I have started to try out some technical sculpting too inspired by you. Hard to get clean lines in sculptris though....
A rough concept for a Roman Carrier, was thinking steampunk I think. lol.
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RayToh member
Member # Joined: 22 May 2008 Posts: 263 Location: Singapore
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Fri Mar 30, 2012 1:34 pm |
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whom, thanks
cool Roman Carrier, including clean/crisp lines (always pleasing)...
second pass (bottom to top, this time):
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Sat Mar 31, 2012 6:44 am |
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Raytoh, thanks man. You do any 3d?
durgl, appreciate it, thanks. gonna be interesting to follow the progress of this halo character. Looks great already.
How many triangles does your computer support? I have trouble at 500 000 already, only have 4 GB Ram on my laptop....
experimenting
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Sat Mar 31, 2012 2:50 pm |
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whom, I've got 4GB too but gets laggy at about 200,000 faces (this particular
machine). Solved that by reducing the figure and working the armour in
sections (below). Bottom square is 'registration mark' (for matching in
sketchup/blender).
Have glanced at halo stuff but don't want it to be a 'halo character' (bit more
digging I see it could be a motocross helmet too, etc.). Aiming for Patel Grand,
hope to make something original.
Tricky stuff, thicker legs shortens them (messes with proportions), etc. - we'll
see what happens.  |
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Tue Apr 03, 2012 11:28 am |
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They released the test version Blender 2.63, hmm think I will wait cause usually those test versions are really unstable.
Looking at the pic in this link makes me even more excited about Bmesh, wow.
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.63
....
durgl, yea reducing seem to be a neat trick when sculpting bigger shapes. Ahh a character for patel grand, cool.
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samhell member
Member # Joined: 12 May 2007 Posts: 310 Location: Hellsinki
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Posted: Thu Apr 05, 2012 3:45 am |
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Darn... internet and Sijun are great and all, but sometimes I just wish it would be possible to sit around the same table (with plenty of beer) with all the guys and gals of Sijun and really share and learn from all the knowledge here... *sigh*
@Tzan: As far as I can tell, that looks like a ready game asset. I love the worn look of the textures!
@durgldeep: How's the suit coming along?
@whom: Can I ask you a favor? Please finish that flying creature, for I think it is some of the most refreshing (and CREEPY) creature designs I've seen in a long looong time. Another pair of spikey appendages or praying mantis style main "hands" might make that creature look really nasty.
*phew* 4 day break coming from work thanks to easter, that means more time to paint & create. ^___^
/end rant |
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Thu Apr 05, 2012 12:27 pm |
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samhell, thanks very kind. Yea you know that would be cool to share a few beers in the future. Regarding that sculpt, I don't save them but only the screenshot. Mostly practise for now to get comfortable with sculpting. Appreciate the comment.
Do you sculpt?
Had a few beers tonight, hence the marathon.
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Tzan member
Member # Joined: 18 Apr 2003 Posts: 755 Location: Boston MA
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Posted: Fri Apr 06, 2012 1:08 pm |
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Samhell
Yeah its a game thing.
I made a specular map and a normal map, then put it into Unity and it looks good.
Normal map seems like a waste of time, but good practice. |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Sat Apr 07, 2012 7:27 am |
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whom nice, very ornate...
samhell it's coming slowly (got sidetracked into another project)...
step two: import into blender or sketchup and start 'tracing' shapes...
interesting coincidence (samhell):
"the idea is to get people with IT and drive together under one roof"
http://news.bbc.co.uk/2/hi/programmes/click_online/9711029.stm |
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samhell member
Member # Joined: 12 May 2007 Posts: 310 Location: Hellsinki
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Posted: Sat Apr 07, 2012 9:35 am |
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durgldeep, that is exactly what I'm talking/ranting about!
I guess my problem is that the older I seem to get the faster time flies by. That also brings the problem of trying to find all the time to do and learn what one wants.
As Whom mentioned sculpting, I'm starting to get really interested in it. Especially after seeing all the amazing stuff you guys come up with, but I just don't have the time or rather I don't dare to get sidetracked too much from what I still have to learn about painting... and there's a lot.
And I guess what I was also trying to say earlier was that, instead of only communicating over the internet, it would be really cool every once in a while to meet up IRL, especially when starting to learn something new, like for example sculpting or 3D skills. Instead of starting from square 1 and piecing it together alone.
But I'm really happy that we have Sijun to help us in sharing and showcasing knowledge. Without it, I'd be miserable.
Sorry for the long rant. I'll get me coat now.  |
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RayToh member
Member # Joined: 22 May 2008 Posts: 263 Location: Singapore
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Posted: Sat Apr 07, 2012 11:45 pm |
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whom> Super rusty. Haa. Then again i should say. I think i forgot alot of the stuff already. I think if i try, i can still use the basic function. Anything too extensive or indepth, I don't think i can rememeber. I need a refresher course. Haa. 3D max trained but haven't really touch it for a long time. Been thinking of trying out zbrush or sketchup but haven't really get into it. Maybe when i have time. Haa.  _________________ www.raytoh.com
http://torei.blogspot.com |
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Tomasis member
Member # Joined: 19 Apr 2002 Posts: 813 Location: Sweden
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Posted: Sun Apr 08, 2012 3:15 pm |
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durgldeep, I dont fall for the trick
it looks good with halo concept!  _________________ out |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Mon Apr 09, 2012 9:30 am |
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samhell re internet versus real life, group chat might be a useful middle
ground: real time access to anyone's knowledge (possibly 24/7?)...
currently I spend a lot of time in an atheist site; group chat is always open
while I'm working on 3D stuff - but they're clueless about 3D...
if we could find a group chat that's accessible to everyone, I'd much rather
keep one eye on that and offer and learn what I can (including 'moral support')...
my thoughts; would be glad to hear others...  |
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samhell member
Member # Joined: 12 May 2007 Posts: 310 Location: Hellsinki
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Posted: Mon Apr 09, 2012 12:42 pm |
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Just to show that I still remember to make a post with pictures too...
This is again for the new chapters of Genesis. It is going slow, but still moving forward.
@durgldeep: Hmm, that might be a good idea. I was thinking about making a thread here for technical questions, but I think that is overdoing it a bit. I think I'll try to learn to use the private messaging here more. Especially if I ever find time for sculpting  |
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Sat Apr 14, 2012 4:02 am |
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durgl, thankx.
samhell, love the details in your stuff, looks great.
I am still messing around with these quick sculpts, I tell myself that practise makes perfect. lol.
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samhell member
Member # Joined: 12 May 2007 Posts: 310 Location: Hellsinki
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Posted: Wed Apr 18, 2012 1:28 am |
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Thanks Whom, though I think I use beveling wayyyyy to much when I need to create details. I blame the hurry.
I probably sound like a broken record, but I really dig those creaturesculpts you are making Whom. The previous sculpt has a ridiculous Franz Kafka-ish vibe to it. Awesome!
Here's a mysterious update, about 70% done and then I can carry on with other things.
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Mon Apr 23, 2012 9:18 am |
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samhell, lol guess I am starting to sound like one too, thanks. Cool ship.
I have tried to start some speed sculpt sessions over at Cgscociety together with ordinary speed sessions, hmm doesn't seem to go that well.
Anyway, I have been starting to experiment with bump and color on the speed sculpts.
Still waiting for the next Blender version, 2.63, they have promised in the next coming days.
I will post update here when it comes.....
This one became a bit dark...
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samhell member
Member # Joined: 12 May 2007 Posts: 310 Location: Hellsinki
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Posted: Sun Apr 29, 2012 11:26 am |
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And it is done!!
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Tue May 01, 2012 8:49 pm |
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whom I like that critter
samhell ur ship reminded me I wanted to try asteroids - first go (bit of a
pancake but oh well):
tweak in SU will sharpen the rocky edges - I thought manually adjusting
vertexes in SU was a mad idea but it goes pretty fast (tested on another
ojbect)... |
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samhell member
Member # Joined: 12 May 2007 Posts: 310 Location: Hellsinki
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Posted: Tue May 01, 2012 11:50 pm |
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Wow, those look great. Have you tried texturing them yet?
And seeing those asteroids makes me think, that we should really jump on the whole
asteroid mining bandwagon and do some sort of collaborative piece about the subject someday.  |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Wed May 02, 2012 4:53 am |
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Thanks. Re texturing, I stick to 'vertex paint' (directly on the model), which is a
waste of time in Sculptris (can't export it). Have experimented with blending
colours in SU (long story), I think this will work for the asteroid (btw that's a
single model, above; was surprised it looks so different from the various angles
(tho partly due to irregular sizing)).
Cool re asteroid mining. Let me know what you have in mind (whenever).  |
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Sun May 06, 2012 1:33 am |
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durgldeep. thankx.
I guess you guys noticed that they released Bmesh som week ago. Been experimenting with it and I gotta say that at first glance I hated it, though starting to get used to it now.
You still have to attach the vertices to a line for it to blend better with the mesh, didn't understand that at first....
Hmm anyway I think I will get used to this if I keep going with it.
an experiment
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Tomasis member
Member # Joined: 19 Apr 2002 Posts: 813 Location: Sweden
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Posted: Sun May 06, 2012 8:07 am |
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whom, it looks different than earlier. it helps you define more "edgy" ?
what do you suggest to play with sculpture? similarly to zbrush when I want able to do both edgy and organic :p _________________ out |
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Wed May 09, 2012 9:07 am |
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Tomasis, thankx. I use "Sculptris" for these quick sculpts....
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