tS Speed model challenge # 3 "Lamp"

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tS Speed model challenge # 3 "Lamp" // Speed Model Challenge

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Post by TheWickedWitchOfTheWeb // Nov 21, 2006, 5:35pm

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It's time to kick off with the third challenge so here goes:


Objective:

to model a lamp in under 2 hours, type of lamp is left up to you.


The rules:

1. Create the model in the specified time.

2. You may enter as many times as you like.

3. Your entry should include a wireframe screen grab before subdivision has been applied, mainly this is so people can get an idea of how things were created and maybe learn something.

4. Include time spent, trueSpace version, render engine.

5. Post only one image per entry which must be no larger than 800x600 pixels. Final composition is up to you and can include as many copies of the object as you wish.

6. Render time, lighting and texturing are not included as people with slower computers may be at a disadvantage.



Time limit - 120 minutes

Deadline - 23:59 GMT Wednesday 29 November 2006

Subject - Lamp


Theres loads of scope so there is no excuse for not having a go! I hope to see more and more people getting involved. Go on, have a go, you know you want to!


Good luck everyone


Kate

Post by daybe // Nov 22, 2006, 3:47am

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Cool another challenge, thanks Kate.

Post by e-graffiti // Nov 23, 2006, 2:10am

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Lava Lamp

TS version: 7.11

render engine: VRAY (Trying to get the GI correct was killing me so I resorted

to creating my own direct and indirect lighting with a combo of local and infinite lighting!)

render time: 5 min

Modeling time: 45 minutes/ standard polyShapes (ie cylinder) and metaballs

Texturing: 30 minutes, using Fresnel and Glass shaders


Happy Thanksgiving!! :jumpy:


3104

Post by GraySho // Nov 23, 2006, 6:40am

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Flashlight,

trueSpace7, Lightworks


http://www.spacerat.at/media/img_flashlight.jpg

Post by prodigy // Nov 23, 2006, 8:26am

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Nice Work GraySho.. :)


Im gonna try tonight to do something... Lot of work!! :D

Post by daybe // Nov 23, 2006, 9:15am

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Model looks Awesome spacekdet. Nice job with textures and lighting.

Post by brianalldridge // Nov 23, 2006, 9:59am

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Ok, here's my first attempt, not even gonna include the lighting since it locks up whenever I try to raytrace:p

Post by TheWickedWitchOfTheWeb // Nov 27, 2006, 5:26am

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Two days left to go and only four entries so far? I sure hope that some people are waiting til the last minute to have a go. This is a pretty huge community but the lethargy being shown is a bit depressing.


Come on people - have a go, help keep this active.

Post by jamesmc // Nov 27, 2006, 7:33am

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Total Posts: 2566
Small, semi modern amp lamp. No subdivisions applied. Just your basic, slap it together lap with a circular harp to hold up the shade. The light bulb is inside the lamp base (see the wire frame.) ts 6.6 ....er I forgot what the rendering engine is called. Time about 55 minutes total (coffee drinking time included.)

Post by Morgan // Nov 27, 2006, 11:10am

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Two days left to go and only four entries so far? I sure hope that some people are waiting til the last minute to have a go. This is a pretty huge community but the lethargy being shown is a bit depressing.


Come on people - have a go, help keep this active.

Might just be the business of the past week, at least for those of us in the States. I'll try and whip something up before the deadline. I've an idea, but just haven't had the two hours to throw at it yet. ;)

Post by TomG // Nov 27, 2006, 11:47am

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Total Posts: 3397
Yep, Thanksgiving over here in the US, which means travelling to visit family, laying around groaning from too much turkey, braving crazy crowds for shopping on Black Friday and more.


This could well have taken people away from their computers for a bit and slowed down the entries for the last 4 or 5 days :)


Looking forward to seeing more though!


HTH!

Tom

Post by SteveBe // Nov 27, 2006, 2:39pm

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Speed model challenge # 3 "Lamp"
SteveBe
Model time: 60 minutes
Texture: 25 minutes
Render time: 10 Mins
Truespace 7.11 Lightworks

Post by prodigy // Nov 27, 2006, 4:25pm

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Hi.. all


My post... :D



3146


Best Regards..


:banana:

Post by brianalldridge // Nov 27, 2006, 6:31pm

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wow.............

Post by e-graffiti // Nov 28, 2006, 5:22am

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SteveBe and Prodigy, I like the glass and brass materials you both used either of you can feel free to elaborate on the materials used, lighting, etc...

Post by hemulin // Nov 28, 2006, 6:19am

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tS Version: 7.11
Render Engine: Lightworks
Modelling: 30mins
Texturing: Few mins
Lighting: Few mins
Rendering: Unknown (it was over 1/2 an hour)

lightly influenced by those wierd light plants in Half Life

Post by Morgan // Nov 28, 2006, 6:06pm

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OK, managed to actually sit down long enough to crank something out. Here's a lantern meant to hang from a hook in a barn or workshop or whereever. For some reason, it always seems like the cords are uselessly short... I assume there is some sort of conspiracy with the manufacturers of extension cords....

Post by SteveBe // Nov 28, 2006, 6:37pm

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SteveBe and Prodigy, I like the glass and brass materials you both used either of you can feel free to elaborate on the materials used, lighting, etc...
Thanks e-graffiti! I'm just using the standard Lightworks glass shader with refraction down around 1.02.
The results are OK but prodigys' glass looks very nice! (Vray me thinks).
The top of my model is NURBS and the bottom is polys, I think poly's do a better job with glass.

For lighting I used the standard HDR kitchen image.

Post by prodigy // Nov 29, 2006, 1:12am

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Hi e-graffiti and others..


First i use polygons to model the lamp.. the wire.. its model with polylines...


The glass material is the common glass material of caligari but with some touches..


The scene have 1 local Light with soft Shadows + a little little of Global Illumination.. + HDRI Reflections...


You must know this is not the final vray render.. I must add glow and grain on post process... The background its a picture.. nothing about the scene or the hdri...


My tip.... Never send up a picture without post process.... :D



Best Regards..

Post by Nez // Nov 29, 2006, 4:15am

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Here's one more, think I'm still in time. Bit of a rush job as I only had my lunch hour free, so it's not quite as good as I'd like (lighting esp.) but I like the form of the model.


'Flower' table lamp

Modelled in TS 5.1, 30mins (no SDS, just polys, lathes/lofts and nurbs for the shade)

Textures/lighting/render 30mins

Post by spacekdet // Nov 29, 2006, 6:49am

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The top of my model is NURBS and the bottom is polys, I think poly's do a better job with glass.


(I'm never one to miss a 'teachable moment')
The reason for this is because NURBS are a one-sided surface-to get 'proper' looking glass using nurbs you need both an exterior and interior surface to simulate both sides of the glass. Stitching a slightly smaller or larger copy of the glass object together is one way to do this. Another way is to loft/lathe a closed curve representing the profile so the resulting shape has both an interior and exterior surface to 'bend the light'.
Polygons, especially a 'hollowed out' or shelled object, will also do this and look more like glass than a solid polygon object will. It's like the difference between a glass paperweight- a solid ball of glass-and a drinking glass- thin and hollow.
What matters is not so much whether it's made with NURBS or polygons, but whether it has both and inside and an outside surface.

Post by SteveBe // Nov 29, 2006, 7:41am

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Thanks spacekdet!

I guess the wire is too small to tell but the poly bottom is shelled
and the NURBS are 2 solids blended, not stitched, so there is some
thickness involved.:confused:

Post by spacekdet // Nov 29, 2006, 8:45am

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Blend or stitch, the result in this case would be the same- two surfaces.
Also, I think if you *really wanted to get technical you could flip the normals on the interior nurbs surface. Probably overkill unless it was a very tight close-up of the glass object. I usually just loft a cross section profile so it ends up being one continuous surface anyway.
On the other hand, I've had separate surfaces for texturing purposes i.e., a smooth inside and a nubby, embossed texture on the outside of a bottle.

Post by Saul // Nov 29, 2006, 10:23am

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Here's a lantern meant to hang from a hook in a barn or workshop or whereever.


I like yours alot Morgan, i dont think it has to hang anywhere, that wire is standing it up just fine.

Post by e-graffiti // Nov 29, 2006, 11:35am

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Thanks spacekdet!


I guess the wire is too small to tell but the poly bottom is shelled

and the NURBS are 2 solids blended, not stitched, so there is some

thickness involved.:confused:


Do you think it would help if you converted your NURBS to polygons?

Post by e-graffiti // Nov 29, 2006, 11:40am

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Total Posts: 171
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'Flower' table lamp

Modelled in TS 5.1, 30mins (no SDS, just polys, lathes/lofts and nurbs for the shade)

Textures/lighting/render 30mins


Nez I like the light cover/shade on your lamp. Did you consider turning off the shadow for your cover to get rid of the shadow on the table? Looks good though.

Post by SteveBe // Nov 29, 2006, 2:41pm

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Do you think it would help if you converted your NURBS to polygons?

I try to avoid that conversion when I can, I think spacekdet has the right idea
to loft a single profile.

Post by TheWickedWitchOfTheWeb // Nov 29, 2006, 4:40pm

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Hurrah to everyone who's entered. Ten entires - that'll make setting up the poll easier! As soon as I figure out how to set up a poll you can all go cast your votes for teh winner of challenge number 3.


Good luck everyone and thanks for playing!

Post by Nez // Dec 3, 2006, 11:05pm

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Nez I like the light cover/shade on your lamp. Did you consider turning off the shadow for your cover to get rid of the shadow on the table? Looks good though.


Thanks for the compliment

I did actually turn off the shadow casting by the shade - the shadow is a result of the solid base directly beneath the light 'bulb', where the stem of the base tapers out directly under the shade. Couldn't work out out how to get rid of entirely without disabling shadow-casting altogether, but perhaps that would have been better. Just as well this is supposed to be a modelling challenge rather than a lighting one! :rolleyes:

Post by Norm // Dec 4, 2006, 8:20am

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I like this thread series and the lamp one caught my eye last week. I started but never did get a chance to finish this. Is a neat concept to create, so I attach the RsObj file for anyone interested.


Basic draw curve outline of glass section. Set up the verts so they line up using obj info panel over on model view window. Draw verts so they are easy to manipulate and adjust. I make real big so I can use grid line intersections as common numbers to match. Once you have a symmetrical curve on draw panel, set sweep for 4 sements and only .1 for z depth. Make a copy and enlarge slightly. You can boolean first one to give you the metal outer ring. Glue glass and metal together and use bend to get a shape. Rest is pretty easy but the trick is segments in sweep, which allows the geometry to bend properly. Oh and on boolean sub panel, don't delete the edges or the geometry won't bend very well.


Keep up great work folks, these threads are great :jumpy:


It is pretty but a fairly large file when extracted.
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