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Stuff on the Floor
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
Stuff on the Floor // Work in Progress
Post by hemulin // Feb 27, 2006, 12:08pm
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As far as I can tell from your screengrabs, you are not doing anything wrong. This is exactly how I would do it. Maybe there is a bug in the software. |
Post by stoker // Feb 27, 2006, 12:13pm
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Yer!!! Sick to death of BUGS in TS:( |
Post by hemulin // Feb 27, 2006, 12:15pm
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Hahaha, maybe that will teach you not to completley revert to TS7:D |
Post by stoker // Feb 27, 2006, 1:00pm
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No point in buying the software if ur not gonna use it:rolleyes: :) |
Post by hemulin // Feb 28, 2006, 1:38am
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What's your point Mark?:jumpy: |
Post by splinters // Feb 28, 2006, 2:00am
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Point is; I'm gonna knock your heads together if you don't stop arguing about TS7-when are you posting these anyway-I just spoke to you at school! |
Post by W!ZARD // Feb 28, 2006, 2:07am
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OK I've struggled with this macro/sweep path/curve issue myself.
The only way I have found to actually make a path (for sweeping along using Macro/sweep in point edit mode) is to sweep a polygon step by step and then save the resulting path. I understand that such paths can also be made during animation though I've not tried that myself.
I never figured out a way to simply draw a path to user for macro/sweeping. I eventually found other ways to acheive my goals but I've often wondered if there is a way to convert a NURBS curve into a path for use as with the macro/sweep tool.
I've not had tS6.6 for long so I've not yet tried it with that version but I could never do it in ts5.2.
I'll have to try the NURBS lofting technigue that was suggested - thanks for that! |
Post by splinters // Feb 28, 2006, 3:02am
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Loft tool works great but then again so does Macro/sweep (normally!)
Just use the add curve tool. Draw your path (curve) and insert your curve into paths library. Draw your profile shape, click Macro icon-choose your path from library-R-Click macro and enable bend then finally L-Click macro to sweep. Works all the time for me-the chainlink fence problem was the first time it did not.....:confused: |
Post by rchappell // Feb 28, 2006, 3:54am
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Okay I got the macro sweep tool working - well almost! Perhaps it is just because I am using 5.2 which means it has to be a path and not a curve. Anyway, I create a path using the path icon (top right next to KFE icon). Then I add to path library (as "anim" in the example. Then I draw a circle and sweep it using macro sweep. The problem is a distortion at the bends which is still evident when I check the "bend" option. I will keep messing with the loft option I think but I would like to know how to macro sweep succesfully as it bugs me not knowing what I am doing wrong. |
Post by W!ZARD // Feb 28, 2006, 4:10am
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OK Well I just tried it out in tS6.6 and it worked exactly as I would have expected it to and exactly as you said it would Mr Splinters.
So I don't know what I was (or wasn't) doing the last time I tried this. We live, we learn! Thanks for input - this thread will now return to the advertised topic! Apologies for the break in transmaission. :) |
Post by splinters // Feb 28, 2006, 4:23am
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Seems to be a slight bug in TS6 and 7 for using this method which I am still investigating. However, Macro/sweep is ideal for the chainlink fence because after sweeping the profile along the path you can hit the icon again and it adds another, identical section onto the end of the previous one-ideal for the repetitive chainlink fence I was trying for.... |
Post by spacekdet // Feb 28, 2006, 7:44am
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I've often wondered if there is a way to convert a NURBS curve into a path for use as with the macro/sweep tool.
Hark! What's this I spy?
rchappel also wrote:
"The problem is a distortion at the bends which is still evident when I check the "bend" option."
You can try adjusting the 'segments' amount - increasing it will make the sweep smoother (but also increase the poly count)
You could also add an extra point on the path to 'ease in' to the bends- especially if you are coming off a long straight section of the path.
Make sure the point properties near the bends are all set for 'Path: smooth corner'. You can set these individually or for the whole path. |
Post by hemulin // Feb 28, 2006, 8:39am
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...when are you posting these anyway-I just spoke to you at school!
Aaah, there's always time to post on the caligari forums.:D |
Post by hemulin // Feb 28, 2006, 8:41am
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...I am using 5.2...
Sorry Rchappell, I based all my presumptions on the fact that you were running TS6.:rolleyes: |
Post by stoker // Feb 28, 2006, 9:03am
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when are you posting these anyway-I just spoke to you at school!
Theres always Plenty of time to post on these forums. (free periods) (Assembly) etc LOL:cool: :jumpy: |
Post by stoker // Feb 28, 2006, 9:05am
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If your running Ts 5.2 why dont you enter the best image you have out of the ones you have being showing and enter it in to the monthly gallery. Winner gets TS7 I think. 28th of Feb today not long if you do decide to enter:D :D |
Post by rchappell // Feb 28, 2006, 9:34am
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Thanks for the encouragement everybody. I am not sure if this image is worthy of the competition yet. My problem is deciding went to stop. So far things have been getting better but please tell me if I lose anything that was worth keeping. This cable - for instance - I am not sure if I've got it right yet. Maybe still too shiny ... |
Post by Vizu // Feb 28, 2006, 9:41am
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all in one it looks great but the floor ... hmmm somewhat is wrong on it or ! we in germany have a wrong floor ;) |
Post by stoker // Feb 28, 2006, 9:52am
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Can the guitar not be dirtied up a bit (excuse my bad English) also the paper looks too good to be new. I think the floor looks great regardless of what anybody else things;)
The cable also looks alot better going over the paper and in more of a curved way (the way a wire would go):D
The buttons etc (not very musical as you can tell from my bad use of vocabulary) on the guitar, some of them look slightly unrealistic maybe a bit of tweaking and re texturing will fix them,
Apart from that still a proggressing image:D :jumpy: :jumpy: |
Post by rchappell // Feb 28, 2006, 9:57am
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Total Posts: 114
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This is where I need help. What is the best way to dirty up the guitar? |
Post by splinters // Feb 28, 2006, 10:04am
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Roman seems to favour composition and lighting so you might wish to mess with your view and lighting before compo entry. Then again I like it and deadline is today so what the hell...;)
As for dirtying up-for the paper at least-go on google and look for an image of crumpled paper and apply it as a layer over your newspaper, either in photoshop or as a bump map in TS..... |
Post by stoker // Feb 28, 2006, 10:08am
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Not sure how to mucky objects up myself. I would go for the gallery competition as Splinters said Roman likes composition and lighting.
Go for this months competition, you have got nothing to lose!:jumpy: :D :D |
Post by hemulin // Feb 28, 2006, 11:50am
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Total Posts: 1058
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Regarding "mucking", or whatever you said, up the guitar. The way that I would do it would basically to paint fingerprints alll over the guitar, not all the same ones.
I think the way you would do this would be to find an image of a fingerprint with a transparent background and then add this as a new layer into a texture map and just paint loads of the things all over the guitar. It will take some playing around with, but that is one way to do it.
Another way to do it is to use the air-brush in photoshop (or whatever you use) to make an image with (with transparency) that is going to act as your dirt. Probably be just spraying bits of dark/light brown in certain places of the image.
Regarding your current render - it is coming along pretty well, however I don't think the wire is quite right yet - it looks particularly unrealistic when it goes over the newspaper, however as splinters mentioned, using a bump map may help this, however it looks as if there are some shadows missing from the wire-newspaper. However, once you've sorted out a bump map, which I think will really help, submit another render to the forums.
Regarding the your guitar - certain bits of it do not look realistic, the sound receptors (at least I think that's what they are called (and I am musical:rolleyes: )) have those little cylinders on them - they look fake (sorry to put it so bluntly), try rounding them off (use the bevel tool) so that they give off more reflections, this will make them look more realistic and will not draw attention to them (in a bad way).
I think that the big white part of the guitar (ineloquently put) needs to have more of a sheen/shine, i'm pretty sure it should be a shiny plastic, try using simbiont for this you may get a better effect. Going back to the mucking up part, if you do make the white plastic really shiny, the fingerprints or whatever, will show up more.
I think thats all I have to say currently, I hope I have not been too critical and I hope it's not too much to take in.;)
Keep it up! :jumpy: |
Post by ronrn // Feb 28, 2006, 12:23pm
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Good job so far. You might add some layers to the edges of the newspaper and yellowing them up just a bit.
Take a look at some of these textures for "mucking" things up. I use them a lot.
http://www.allegorithmic.com/v2/news.htm |
Post by rchappell // Feb 28, 2006, 1:57pm
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Thanks for all the advice. I m still playing around with bits of it. Here is the last render which has some tweaks but I still havn't got the white scratchplate right. I spent a while trying to muck the guitar up a bit ...
and I ended up mucking it up!! Nothing lost but I am not ready for the comp as I agree with all your comments and feel that it deserves a bit more time spent. I need to learn more about the techniques you suggest. I will keep posting as I tweak it here and there. I tried to get more of a glossy look to the magazine but it hasn't worked. My attempts to age it/crumple it were pretty bad.
Thanks for the link ronrn. |
Post by rchappell // Feb 28, 2006, 3:27pm
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Total Posts: 114
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I have leached a bit of colour out and put some fingerprints on the black bit. Still to do the pick-ups and white plate. |
Post by spacekdet // Feb 28, 2006, 10:07pm
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I would say fingerprints would show up more as variations in the reflectance rather than the color channel. You wouldn't really see a print as a color change so much as a change in the reflective properties.
Layer 1: glossy black paint (or your existing paint layers/scheme)
Layer 2: fingerprint layer mask with the prints having a higher level of diffusion, specularity and less shine than the paint. Changing the specular color of the print layer slightly may also help them pop out a little.
The mask image can be a grayscale or even a black and white image where the white areas would represent areas where you wanted the clean paint to be and black areas would designate where the prints were.
In any case you're probably do best to make your own fingerprint mask image.
Got kids and fingerpaints and a scanner? Ready, set, go! |
Post by W!ZARD // Feb 28, 2006, 11:07pm
W!ZARD
Total Posts: 2603
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Spacekadet has it exactly right - thats the way to go with fingerprints - as variations in reflectance.
The bash plate or pickguard (the large white plastic plate) looks LOTS better now you have grimed it a bit. These plates often get curved scratches from when the strumming hand holding the pick overshoots the strings. These plates are there to protect the underlying wood from these scratches as well as cover the electrical bits.
Final comment: No experienced guitarist would lay a delicate instrument like this down on a pillow (I think tjhat black thing is a pillow or cushion) as you have depicted. Why? Because nobody wants to tune a guitar more often than they have to and so they will tend to avoid putting the guitar down in such a way that it puts weight on the tuning pegs.
I would suggest moving the pillow so it's under the neck rather than the head of the instrument.
Final final comment: your strings look like they are all the same guage or weight or thickness - guitar strings get progressively thinner.
Keep working this - you are getting close to a really good picture.
HTH |
Post by hemulin // Mar 1, 2006, 1:35am
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Total Posts: 1058
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Yeah, sorry, doing the fingerprints as a reflectance variation would be better. The guitar is looking great now, I like the second image a lot. |
Post by stoker // Mar 1, 2006, 3:26am
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Total Posts: 506
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Guitar looks great, Have you entered the gallery??..:D
You seem to be finding plenty of time to make lots of posts Chris:rolleyes: ;) |
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