Stuff on the Floor

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Stuff on the Floor // Work in Progress

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Post by rchappell // Mar 1, 2006, 7:57am

rchappell
Total Posts: 114
Okay, I was up til two this morning and submitted these two renders into the comp at the last minute. I am still working on the image and like the latest comments on the fingerprints as I think I could have got them better. I originally had too many and cut back to what you see. When you talk about a reflectance layer do you mean in trueSpace or post?

Post by stoker // Mar 1, 2006, 8:07am

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You seem to have made a very good job of the fingerprints.

I think you may have overdone the lighting over the magazine seems to be a bit light in 1 area of it. (matter of opinion)

Apart from that I like the image:banana:

Good look in the Gallery comp;) :D :D :D :D

Post by rchappell // Mar 1, 2006, 8:21am

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Guess I was too tired. Lighting needs fixed. White plate looks worse as well. I want to get it as good as I can so you will probably see another couple of posts yet. Mostly just tweaks though. I want to look at the pick-ups and I might use Simbiont for the cylinders. I also note Wizard's point about the cushion and I perhaps need to re-work that. I am still learning...

Post by hemulin // Mar 1, 2006, 8:28am

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The fingerprints are really starting to show up

Post by stoker // Mar 1, 2006, 8:29am

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What lighting are you using. I have to say you arent half a perfectionist.:) + What version on TS are you using??:D

Post by hemulin // Mar 1, 2006, 8:44am

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TS 5.2 if I remember correctly (sorry for stealing your post Rchappell)

Post by rchappell // Mar 1, 2006, 8:45am

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Using trueSpace 5.2 and there are now 7 local lights. One top one providing the shadows. Then there is one over the Trumpet. One over the cushion. One over the top of the neck. The rest are over the body. Rendered using scanline. 4X antialiasing. Raycast enabled - takes about 20 mins to render.


I think I need to dim everything down a bit. Is there any way of doing a global command to save selecting each light individually?


So far I used Simbiont for the floor and all other textures were created using trueSpace except for the magazine and the front of the amplifier.


I just realised the floor looks like the start of Blackadder (the second) I think.


PC is a 3.2gHz, 512Mb ram, Radeon 9600 Graphics card.

Post by stoker // Mar 1, 2006, 8:49am

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Total Posts: 506
Does TS5.2 have Image based lighting. I cant remember whether that was introduced then or in True Space 6. :o As for the lighting it does need diming down a bit. Dont no whether there is a global command:confused: :o You may just have to go through each light:) ;)

Post by hemulin // Mar 1, 2006, 8:53am

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You could use the "tone mapping" post process, if there is one in TS5.2, I think there is IBL, however seen as Rchappell is using physical lights not IBL, don't see how that would work Stoker:confused: .

Post by rchappell // Mar 1, 2006, 8:55am

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Total Posts: 114
I havn't used much IBL. It is a feature with 5.2 but I remember the rendering times get a bit long.

Post by stoker // Mar 1, 2006, 9:04am

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Total Posts: 506
Yes the rendering times are generally longer but the shadows are excellent. I have always used it in 6 till i got 7 then HDRI took over. UP to you what you use though;)

Post by TheWickedWitchOfTheWeb // Mar 1, 2006, 1:43pm

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For changing the values of several lights all at once you can use the LightMan tsx. Available free from:

http://www.lunadude.com/tS/tS_filez/lightMan.html


Hope that helps.

Post by rj0 // Mar 1, 2006, 2:26pm

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I particularly like the second image. Great progress. Very nice!


rj

Post by spacekdet // Mar 1, 2006, 2:41pm

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Keep in mind if you use IBL you won't get sharp specular highlights- you'll still need one of the other light types to create decent highlights. Nice shadows, but flat, mushy highlights.
It's been a while since I ran v.5; but to activate Tone Mapping (for adjusting overall brightness) open the render Properties, (right-click on Render Scene/object) click Tone Mapping to toggle it on, then Right Click Tone Mapping icon to open Post Process Editor. Adjust Brightness and Balance to your taste. PPE will show a small visualzation of the currently selected view.
Once adjusted, render as usual and after the render finishes the tone mapping will commence -hence the 'Post Process'.
The PPE is also where you would adjust flares and glows if you were to want to use them.

As an aside, one other method to preview your scene is to use the 'Scene IIR' located in the Material Editor. It's under the Sample:Sphere flyout. It will display a small, yet re-sizable preview of the fully rendered scene, (using currently selected view) including any foreground (fog, volumetrics...) or post-process shaders, shadows, etc.
The other type of IIR is Area, which displays a rendered preview of whatever area is beneath the Material Editor. Drag around the ME to various spots and the view updates for quick 'spot-checks'
These are two handy tools hidden in plain view- I don't see much talk about them but they are quite useful for testing- usually they are quicker than waiting for a full sized test render.

Post by rchappell // Mar 2, 2006, 12:38am

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Total Posts: 114
Thanks to The WickedWitch for the link on Lightman.tsx I shall check that out later and to Spacekdet for the excellent advice on using the Area IIR - Great Stuff. More and more I am realising that my knowledge of trueSpace is quite limited but growing thanks to the forum and this discussion. I had noticed experienced users putting much more emphasis on lighting and texturing than modelling and I am appreciating that now. Although models need to be good geometrically the importance of good textures and lighting is now very apparent to me. I hope to post something over the next couple of days which should show subtle changes in those aspects of the scene. I may also remodel the cushion or think of something else to lift the guitar up of the floor slightly - that's not quite right yet. Just not enough hours in the day with work and all that ...


I think I will look at using IBL for another project as it seems to offer a different approach.

Post by stoker // Mar 2, 2006, 1:54am

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Gr8
Your images have certainly proggressed in a very positive way from the first post you sent in:banana:

The first image looks dark and orange you have really made a good job of making the second image realistic.

Post by rchappell // Mar 2, 2006, 2:01pm

rchappell
Total Posts: 114
Two more test renders here. Got a bit more of a scratch thing on the white plate. The second image has been desaturated and sharpened up post process. Lighting changed on both as well.

Post by rchappell // Mar 2, 2006, 2:04pm

rchappell
Total Posts: 114
Okay it is late and I will probably look at this one in the morning and regret it but here goes ...


I know I am losing the classic B & W strat thing but perhaps a crazy texture on the scratch plate looks a bit more Glam Rock and ties in with the magazine ...


The pick-ups and volume knobs need changing but what do you think as a concept? Am I losing it? Have I gone too far?


Definately time for bed!

Post by splinters // Mar 2, 2006, 2:16pm

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For me, this image moved from clumsily lit and textured WIP to an nice desaturated mood piece that had an interesting composition and lighting. It was mysterious and moody. I would stick with your penultimate attempt rather than this last one.

Maybe try the glam approach for a different work with much brighter-in yer face textures and lighting.

May benefit you to start on a new piece and leave this for a few days then return with fresh eyes and new objective approach...:confused:

Post by b_scotty // Mar 2, 2006, 3:40pm

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Two more test renders here. Got a bit more of a scratch thing on the white plate. The second image has been desaturated and sharpened up post process. Lighting changed on both as well.

I really like the second image here. Very clean, my eyes just like looking at it.
:)

Post by W!ZARD // Mar 2, 2006, 8:54pm

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I agree with Mr Splinters - the Black and White-ness of the 2nd to last image is a big part of it's charm as an art peice IMHO.


The coloured bash plate looks great but belongs in a different image - stick with the B&W. The subtle texture work, particularly on the white plastic, looks great now you have made it look more 'used'.


I still think you need a bigger variation in the string sizes - the top 'E' string has a small diameter compared to the bottom 'E'string.


Well done for perservering with this - I believe it has really paid off for you.

Post by Norm // Mar 3, 2006, 6:27am

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The floor tiles really make the pic for me.

First thought that comes to mind is what would the pic look like with a simulated tile texture on the guitar-body with perhaps the dark tile's "smoke" pattern/texture as pick-guard.

Would almost be like the guitar is blending into the floor. Of course then I follow the same strange tangent and figure the amp might look good with same texture scenario for other than front speaker cover.


Cool image.

Post by stoker // Mar 3, 2006, 8:55am

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Total Posts: 506
The new texture on the guitar I really like seems to make the guitar alot more 'attractive' with the shiny black next to it though I am not too sure whether it looks all that great. The texturing you have done is very good (dont get me wrong) but cant the reflections be actualy reflecting something as at the moment it doesn't seem to be. Must be difficult without HDRI but could be worth a try.;)

Sorry to be critical!:D :jumpy:

Post by hemulin // Mar 3, 2006, 9:24am

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Its look great rchappell, however i'm not too keen on the glam-rock style guitar facet. I think you should stop with this project for a while and try your hand at something else. After a while, as splinters said, come back to it, as you should have a clear mind to look over it and pick out any things you've missed.

Post by stoker // Mar 3, 2006, 10:30am

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Total Posts: 506
Have you got any other projects you want to share rchappell??:D :jumpy:

If you have I hope it progreses as much as this one has:jumpy:

Post by rchappell // Mar 3, 2006, 12:27pm

rchappell
Total Posts: 114
Thank you all for the excellent comments and I will indeed leave it for a few days to get a grip. I certainly want to address the string thickness issue as Wizard pointed out. I have become a little close to this project but what progress - and mostly thanks to everyone's guidance and criticism. I like people to be frank about what they see as it is important to give a genuine reaction.


So I will leave it for a few days ... I couldn't resist this one though ...


Norm - I rendered this one as per your suggestion. It is certainly fun playing with different textures and this is reminiscent of the scene in Terminator 2 when the guy comes out of the floor - wonderful stuff. I think maybe the amp front is overkill but ... what the heck.


I will return to this in a couple of days but perhaps in its original format ..


Thanks everyone, and I will definately post my next project as soon as I have time for everyone's valuable input.

Post by Norm // Mar 3, 2006, 12:35pm

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Very cool. I meant leave the grill for amp as it was and the sides/top/of case would look cool with tiles. Is cool to play around with object textures and scene mood. Put many faces on same scene. Most interesting.

Post by rchappell // Mar 3, 2006, 2:17pm

rchappell
Total Posts: 114
Okay .. last one for tonight and next few days. Grill as before but with the tiled colouring on guitar for another go. I think the knobs on the guitar aren't right but the guitar effect is interesting. It takes a good bit longer to render so I haven't experimented with it much.

Post by Délé // Mar 3, 2006, 3:49pm

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This was a fun one to watch develop. It really turned out nice. For some reason I've always been partial to black and white images myself. Congrats on the honorable mention rchappell! :)

Post by stoker // Mar 3, 2006, 10:55pm

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Total Posts: 506
I really like the last image you posted looks really good with the tiles on it. Congrats for honourable mention:banana: :banana: :D ;)
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