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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 stoker // Feb 24, 2006, 12:30pm
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Total Posts: 506
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OMG LOL You say some funny stuff at times Splinters:D :D :D LOL - (Sure it not that embarressing) LOL |
Post by turumdarak // Feb 24, 2006, 12:34pm
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Total Posts: 24
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Hemulin,
The normals are which direction the faces point. The normals tell the renderer which way the faces point, which is important in single-sided mode. Reversing the Normals just makes the opposite side the visible one. |
Post by stoker // Feb 24, 2006, 12:56pm
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Thanks for advice Turumdarak:) |
Post by hemulin // Feb 25, 2006, 6:51am
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Total Posts: 1058
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Hemulin,
The normals are which direction the faces point. The normals tell the renderer which way the faces point, which is important in single-sided mode. Reversing the Normals just makes the opposite side the visible one.
Do you think you could be a little more specific please.:o
I never heard of this feature before and I don't know how to impliment it. For example, how do I reverse the normals (is there a button anywhere) and how do I turn on single sided rendering?:( |
Post by hemulin // Feb 25, 2006, 6:53am
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Total Posts: 1058
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...have you seen my brother? I might be chunky but he is a monster....and I'm not joking..:o
I was counting on that:D :D :D |
Post by turumdarak // Feb 25, 2006, 6:58am
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Total Posts: 24
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If you are using tS 7, then I don't really know where the stuff would be, but the single sided rendering should be with the rendering options controls. The Flip Normals should be in with the object tools. Other than that I can't say in tS 7.
But in tS 6, the single sided rendering is in flyout with Multi-threading and Enable Raytracing. The Flip Normals is in the flyout with Mirror Modeler then Decompose into Objects flyout.
If tS 7 still has the icon finder, then that would be the simplest way of finding them.
Note: they are both simple icons |
Post by rchappell // Feb 25, 2006, 9:11am
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Total Posts: 114
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Two more renders here people. The first is the result of me playing around with Simbiont which is the best of the floors I was able to get (by luck really). It is the tiled chequered affair which is excellent but perhaps not as warm as my original laminate type. In the second picture I have compromised on the composition going for more guitar but not making it the centrepiece. I have adjusted most of the reflective surfaces and have 5 local lights although 4 of them are very subtle. I have got a very slight reflection from the floor and I think I am almost there...
I have learnt more in the last few days than in the previous months. Thanks to everyone. |
Post by splinters // Feb 25, 2006, 9:55am
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Total Posts: 4148
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I kinda like the top render. Have you tried desaturating it a bit in photoshop-make it sort of half B+W?
Just a thought..... |
Post by stoker // Feb 25, 2006, 10:04am
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Total Posts: 506
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Like the top one alot. The floor looks way better. (takes that orange look to the image away) The other one looks great aswell with more lights but the top one really is the better of the two:D :D |
Post by rchappell // Feb 25, 2006, 10:40am
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Total Posts: 114
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I kinda like the top render. Have you tried desaturating it a bit in photoshop-make it sort of half B+W?
Just a thought.....
Thanks for the comments and I like our idea of leaching the colour out, splinters. I do have one slight problem ... I must have forgot to save the scene with the tiled texture ... aaarrrrgh ....
always save your work .... always save your work ...
I will repeat in mantra-like fashion while I try and get back what I lost. |
Post by spacekdet // Feb 25, 2006, 11:03am
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always save your work .... always save your work ...
I will repeat in mantra-like fashion while I try and get back what I lost.
Better yet- Hotkey that sucker
I believe the default is already set as 'Control S'
...after a while it becomes natural and unconscious...like breathing. |
Post by rchappell // Feb 25, 2006, 11:44am
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Total Posts: 114
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Here is a semi-black and white version of the scene. I like this. I just wish I could get the scene back as it was ... It's going to be a long night. |
Post by stoker // Feb 25, 2006, 12:05pm
stoker
Total Posts: 506
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Think the coloured version of the tiled texture looks better. Maybe not taking all the colour out may help:jumpy:
Cant believe you didnt save it:rolleyes: |
Post by splinters // Feb 25, 2006, 12:37pm
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This look very monochrome-try less desaturation, a little sharper contrast too (more white is needed) and maybe add a bit of dreamy filter in photoshop (think Sin City;) ) |
Post by rchappell // Feb 25, 2006, 12:59pm
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Total Posts: 114
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I will have another go, Splinters. At the moment I am struggling with Simbiont in trying to recreate the tile-texture. I can't seem to get the chamfered edge yst I don't remember doing anything special before. Does anyone know what I might be doing wrong ? ... probably something simple.:confused: |
Post by stoker // Feb 25, 2006, 3:04pm
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Total Posts: 506
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Although I was not too keen on the black and white side of the last image I thought the floor looked OK:jumpy: |
Post by hemulin // Feb 25, 2006, 11:37pm
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Total Posts: 1058
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If you are using tS 7, then I don't really know where the stuff would be, but the single sided rendering should be with the rendering options controls. The Flip Normals should be in with the object tools. Other than that I can't say in tS 7.
But in tS 6, the single sided rendering is in flyout with Multi-threading and Enable Raytracing. The Flip Normals is in the flyout with Mirror Modeler then Decompose into Objects flyout.
If tS 7 still has the icon finder, then that would be the simplest way of finding them.
Note: they are both simple icons
Cheers turumdarak, I use ts6,6 anyway |
Post by hemulin // Feb 25, 2006, 11:39pm
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Total Posts: 1058
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Rchappell - it looks like a scene out of hitman, keep this render even if it isn't your final one.:) |
Post by hemulin // Feb 25, 2006, 11:42pm
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Total Posts: 1058
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You've managed to get the trumpet looking perfect, well done. Was that done with simbiont? :jumpy: |
Post by rchappell // Feb 25, 2006, 11:49pm
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Total Posts: 114
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Here is another one. I think the trumpet is better in this one. I only used Simbiont for the chequered tiles and I can't get it back now since I didn't save my scene. I did a render with the green marble floor from Simbiont but it is covered in black pixels. Still struggling to get the chamfered effect on the black and white tiles so I have reverted back to this scene layout meantime. |
Post by rchappell // Feb 25, 2006, 11:53pm
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Total Posts: 114
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Rchappell - it looks like a scene out of hitman, keep this render even if it isn't your final one.:)
LOL yes, a gun on the floor with some shiny cartridges would look good as well. I am unable to get this scene back at the moment, though. It is very frustrating. |
Post by rchappell // Feb 26, 2006, 12:22am
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Total Posts: 114
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For the record here is the green marble floor and I think we will all agree it looks terrible. Looks like cheese. I know the chequered tiling is best ... |
Post by stoker // Feb 26, 2006, 2:23am
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Total Posts: 506
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mmmmm, Yer Terrible Somes that marble floor up.:) |
Post by rchappell // Feb 26, 2006, 5:03am
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Total Posts: 114
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Okay I think I have now got the tiled floor back. I just have to do some tweaks here and there. Come back with comments and please be frank I need people to tell me if something is not working as I sometimes get too close to a project. This picture has not gone through any post processing yet apart form the fag-end. I will work on this layout with the tiled floor from now on as I agree it is the best of the images so far. |
Post by hemulin // Feb 26, 2006, 6:02am
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Total Posts: 1058
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Yes, the green flooring does look a bit moldy. :D
Sorry I haven't posted a basic simbiont tutorial yet, as I was distracted for a few days (my brother came home). However from what I can tell you are getting along really well with simbiont anyway, regarding scaling, which I think you mentioned before (something to do with the wood flooring), just make sure all of the xx&z values are the same and it should be alright.
Great work though, the trumpet is really looking realistic, some great reflections off it.
Are you using the "dome effect", as I call it, because I can see what looks like a photoframe being reflected right in the middle of the picture.
No bad comments coming from here, it just keeps getting better. |
Post by rchappell // Feb 26, 2006, 6:25am
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Total Posts: 114
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Hi Hemulin, Yes I have been spending a bit of time on Simbiont but I am still just dabblling really. I am not sure about a lot of the settings. There is an actual room built around the scene as it was to hand although I have been trying the dome with some watery type scenes just to familiarise myself with the concept. I am still a bit green though. At the moment I am trying to change the blue lead slightly as the final curve and straight section look a bit false. |
Post by stoker // Feb 26, 2006, 6:44am
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Total Posts: 506
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Yes I have been spending a bit of time on Simbiont .
For someone who has just started using True Space the floor looks really good:D
At the moment I am trying to change the blue lead slightly as the final curve and straight section look a bit false.
I think that the blue lead looks a little shiny for a cable:D Maybe turning the reflectance down or using a different colour;)
A good proggressive image though;) |
Post by rchappell // Feb 26, 2006, 10:47am
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Total Posts: 114
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Spent a bit of time tweaking and stuff and I introduced an article from NME for comic effect...
The blue lead was wrong, Stoker and I have changed it. I am not finishd with the image yet so bring on any comments - they are much appreciated. |
Post by stoker // Feb 26, 2006, 10:54am
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Total Posts: 506
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Nice...:jumpy: Like the article. :) The cables look alot better aswell:D This image has really got alot better from the first one that you sent in:D :D |
Post by rchappell // Feb 26, 2006, 11:12am
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Total Posts: 114
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Yes I am getting pleased with this one. I had been modelling everything over the last 4 months or so (except the trumpet which is in the Caligari objects) but didn't really do enough on texturing and lighting. I am learning more and more especially from listening to yours, and everybody else's comments.
I think the guitar neck needs re-texturing. I'll need to give it some thought. I need to try Splinter's suggestion of desaturation as well as other post process stuff.
If only I had more time .... |
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