Robot

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Robot // Work in Progress

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Post by Matski007 // Jul 6, 2006, 3:22am

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Ok i made htis model ages ago for a games company, who decided not to use it, many people asked i fi was gonna texture it, well months and months later i gotten bored and decided to texture it heh, well atleast start, let me know what you think:


http://www.smos.objectpaths.net/robo.jpg

Post by Zeipher // Jul 6, 2006, 3:26am

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Really good job! I wouldn't want to meet that in a video game, let alone a dark street. Lol. What's tht floating thing above his head?

Post by Matski007 // Jul 6, 2006, 4:24am

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the floating thing is like a maintenance droid, it follows it around and helps it like an R2 unit or something, but more helpful, wish i couuld program lol, would be a good game, an assassin robot and his helpful companion, reprogrammed to do good

Post by Shike // Jul 6, 2006, 4:35am

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Like it ! :)

The floater droid reminds me of DarthMauls spydroids.

Post by Matski007 // Jul 6, 2006, 5:26am

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yeah its heavily based on it, just a lot less detailed lol, i got no imagination heh, just like many features of the robot are based upon the one in Lost in Space (The Movie)

Post by hemulin // Jul 6, 2006, 5:29am

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yeah its heavily based on it, just a lot less detailed lol, i got no imagination heh, just like many features of the robot are based upon the one in Lost in Space (The Movie)

Oh yeah, I remember that one (vaguely)

I think the model would be done justice if it had some shadows cast on it (i think you're light intensity is too high, you could try turning it down to 1 and see if it makes it better)

Post by Matski007 // Jul 6, 2006, 6:18am

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Quick update:


http://www.smos.objectpaths.net/robo2.jpg

Post by splinters // Jul 6, 2006, 8:41am

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It looks like it should be in a plant pot. It would look much more realistic...is that an oxymoron?

Post by Matski007 // Jul 7, 2006, 2:26am

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lol, he is a little bigger than a plant pot, as indicted by the tree which was an attempt at giving scale, i havent bothered making the whole scene yet cos i aint had time lol but i think im gonna have him on a city street when its raining, perhaps firing his primary weapons

Post by Birdnest // Jul 7, 2006, 4:59am

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Cool! What video game company did you work for? What game was on the works?

Post by Matski007 // Jul 7, 2006, 1:01pm

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well, i say company, it was just sorta starting out so nothing too big, just hyping myself too much lol, i have done various bits of work for various small companies either just starting out or already partyle established, however i have succeeded in being ripped off by all of them, so i decide to not work for people over the internet because you will never get what was promised

Post by Matski007 // Jul 9, 2006, 1:21am

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another update, ive started making the streets on which it will stand on, im going to add rain in post processing i think, same with the electricity from its hands, will be drawn in photoshop unless there is a way of making things glow?


http://www.smos.objectpaths.net/robo2test.jpg

Post by brianalldridge // Jul 10, 2006, 6:57pm

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The puddle could use some work, but looks good other than that

Post by W!ZARD // Jul 11, 2006, 12:55am

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Street furniture - I know you're aiming for low poly counts but some street furniture would give another layer of realism and more things to get smashed up during fights - I'm thinking streetlight poles, post-boxes, telephone boxes, advertising signs and so forth. Just some thoughts really....

Post by hemulin // Jul 11, 2006, 6:06am

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unless there is a way of making things glow?

Would material lights (painted on spheres and stuff) and volumetric lighting work?

Post by Matski007 // Jul 11, 2006, 7:29am

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ive been using a friends edition of TS7 at his house, bu ti have just purchased it myself, after saving up! heh i have also bought VRay for it too, so im going to see what renders i can come up with, i have begun a different scene because i didnt feel i was good enough to do an outside scene, this time he is going to be in a room with marble flooring and pillars with offices inbetween each one, and all the windows are smashing, hard to explain, but ill post a WIP in a min

Post by Matski007 // Jul 11, 2006, 8:34am

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ok lol vray seems to take very long time, see no point in spending it rendering an unfinished scene (man i got lots to learn lol) but here it is so far, gonna make some chairs and radiators and plants for the hallway to destroy perhaps, not sure how to get thing far away to blue and things really close to blur, or is it something i have to do in post processing ie in photoshop?


http://www.smos.objectpaths.net/officetest1.jpg


I dont think some of the textures on my robot are good enough lol, or atleast the bump maps are too fuzzy, going to remake some of them

Post by hemulin // Jul 11, 2006, 9:55am

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Your doing a really good job with this monster, depth of field (blurring of things that are out of focus) is a post process.

Post by Matski007 // Jul 11, 2006, 12:13pm

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going to add more glass to the scene, to make it look like bigger explosions, the idea is that the robot enters the scene like terminator does in the trilogy (ie that weird sphere thing thus the reason why part of the floor is missing) to show this i might make a short comic strip or something

Post by Matski007 // Jul 12, 2006, 1:41am

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ok another variation, found some great HDRI images and backdrops and decided to make this too, however im getting annoyed with the shadows, i dont know how to stop it making so many of them lol, if anyone could help it would be greatly appreciated:

http://www.smos.objectpaths.net/robot computer1.jpg

Post by hemulin // Jul 12, 2006, 1:43am

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Typical student there I see. Matress on the floor and food nearby.

Post by Matski007 // Jul 12, 2006, 2:11am

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heh my room is worse, gonna get a silver christmas bauble and make my own HDRI map of my room and stick it on my computer desk, but i just cant figure out what to do with the shadows

Post by TomG // Jul 12, 2006, 5:50am

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HDRI works by creating lots of light sources, hence lots of shadows. Turning up the Samples of the HDRI creates more light sources that "sample" the intensity of the environment at that location, so produce more and more shadows, which then blend together. Higher samples also remove shadows from light sources that aren't bright enough to cast them.


V-Ray uses soft shadows with HDRI and gives generally better results than LW, and usually faster.


V-Ray is not necessarily slow, depends on your settings and scene of course. Remember that materials set up for LW will not necessarily render properly or well in V-Ray, so you do need to plan on the render engine you intend to use. Enabling things like GI, HDRI, Caustics etc, will also make things take longer (and are sometimes not necessary).


V-Ray takes some learning as it is a different engine with different capabilities than LW, so needs some "new" knowledge above the regular stuff for Lightworks :)


Keep on posting, these are looking good!


HTH!

Tom

Post by TomG // Jul 12, 2006, 6:02am

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4 examples from LW - didnt adjust the Saturation setting so the colors are a bit weird :) Final one is from V-Ray


Image 1: Defaults. Low accuracy with samples of 10


Image 2: Increased samples. Note how the color changes, since different parts of teh environment have been sampled to give the light sources for the scenes. Also more shadows from more light sources.


Image 3: Enabling Mapped rather than Ray shadows gives a softer look.


Image 4: Still Mapped, but Samples raised once again.


Image 5: V-Ray, using Samples of 25 so pretty low (last LW image was samples of 100), also low GI settings (a Min and Max of -3). Note how the shadows are softer and better defined. Obviously can easily raise the quality here to remove the light patches, etc.


HTH!

Tom

Post by Matski007 // Jul 12, 2006, 9:58am

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yes but i cant use VRay in this scene as one of my materials is a shadow catcher for the table, which vray cannot render :-( thanks though i might be able to work it out in LW, seeing as you know a lot about VRay dont supose u can quickly tell me how to get caustics and stuff to work, whenever i render a glass ball or something with caustics enabled and a HDRI map used for lighting, it doesnt really seem to show what id expect

Post by TomG // Jul 12, 2006, 11:32am

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I would start WITHOUT hdri and just the caustics.


HDRI generates a lot of light sources from different angles, so you will get a LOT of caustics going on, and that will be slow, and also give a potentially 'messy" result.


I would begin with caustics in non-HDRI scenes, and follow the V-Ray manual on how to set those up as the manual details how to set up your settings to get a crude view of what will happen with the caustics, and then refine that into something workable with the trade off between speed and quality (I wrote that part, so can say that with confidence ;) ).


Then you could try adding HDRI to the scene, though I would suggest that the lighting generating caustics remain non-hdri, and the hdri be used simply for global lighting and reflective environment (by keeping the intensity low).


It may even be best to do a two pass render and blend in Photoshop or similar, to add the caustics in from light sources that you have very tight control over.


For LW, the answer is below - keep increasing the samples until you have the shadows blended as well as you require. V-Ray lets you do that with less samples and faster, which is why I threw in the V-Ray image, but the samples is the solution to the issue you mention of their being "multiple shadows" :)


As for the shadow caster, true you can't do that in V-Ray, though you could render and blend using a 2D application (use a white plane to catch the shadow, and then you can add that as a layer in Photoshop using a "Darken" blend to add it onto the image beneath). Not as elegant, but may be worth it if you want the V-Ray quality :)


HTH!

Tom

Post by Matski007 // Jul 12, 2006, 12:42pm

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ok, here is what happens when i render and caustis is enabled and ive used normal infinity lights:


http://www.smos.objectpaths.net/caus1.jpg


This is the same settings but with HDRI map:


http://www.smos.objectpaths.net/caus2.jpg



dont seem to be seeing caustics of any kind lol

Post by Matski007 // Jul 12, 2006, 12:50pm

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wait i think i was just being stupid lol, here goes my first scene with visible caustics heh:


http://www.smos.objectpaths.net/caus3.jpg

Post by Matski007 // Jul 12, 2006, 12:55pm

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ok i got the shadows just right me thinks, ready to stick on my computer desk 2morro heh, i figured the robot looks more like a toy lol, so i may as well render it as one, controlled by USB


http://www.smos.objectpaths.net/table1.jpg
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