Last Train

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Last Train // Work in Progress

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Post by Maldrachen // Oct 27, 2008, 3:48pm

Maldrachen
Total Posts: 49
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This is looking great! well done, apart from the other things already mentioned here if i had to pick on one thing it would be that the gate wall looks like its been stretched upwards which makes the arches look strange, this also makes the gates appear to be attached to a curved surface instead of just what would be the flat upright section.

again nice work, this is coming along nicely.

Post by spacekdet // Oct 27, 2008, 6:41pm

spacekdet
Total Posts: 1360
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A couple more ideas (http://www.tamr.org/Andy_Inserra/Images/cta-to-trains-sign.jpg) for details (http://imagecache2.allposters.com/images/pic/GAL/SARR%7ETo-Trains-Right-Posters.jpg).

Post by tahnoak // Oct 27, 2008, 11:41pm

tahnoak
Total Posts: 487
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A couple more ideas (http://www.tamr.org/Andy_Inserra/Images/cta-to-trains-sign.jpg) for details (http://imagecache2.allposters.com/images/pic/GAL/SARR%7ETo-Trains-Right-Posters.jpg).


Thanks spacekdet. I was looking for some good signs like that. Did you make them?

Post by tahnoak // Oct 27, 2008, 11:50pm

tahnoak
Total Posts: 487
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This is looking great! well done, apart from the other things already mentioned here if i had to pick on one thing it would be that the gate wall looks like its been stretched upwards which makes the arches look strange, this also makes the gates appear to be attached to a curved surface instead of just what would be the flat upright section.

again nice work, this is coming along nicely.



Maldrachen,

I appreciate the feedback. The gate wall wasn't stretched; I just did not use a perfectly rounded cylinder to boolean out the doorways :o (which was mostly intentional). Part of it is the viewing angle as well. During my final "detailing" I will zoom in and ensure the gate posts are appropriately mounted to the doorway opening and NOT extending up into the curved part (I am sure there is a term for that curved part but I don't know what it is).

Post by tahnoak // Oct 28, 2008, 11:51am

tahnoak
Total Posts: 487
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Maldrachen,

I appreciate the feedback. The gate wall wasn't stretched; I just did not use a perfectly rounded cylinder to boolean out the doorways :o (which was mostly intentional). Part of it is the viewing angle as well. During my final "detailing" I will zoom in and ensure the gate posts are appropriately mounted to the doorway opening and NOT extending up into the curved part (I am sure there is a term for that curved part but I don't know what it is).


I am at the part that I dreaded....the businessman. I was hoping to get a figure that was standing (not with arms stretched straight out or Victoria 4 or any other of the bikini clad models available) with the suitcase or briefcase by their side and staring at the locked gate. It does not have to be a good model probably just good clothes. Anybody got any sites where I can find some good freebies (or very inexpensive ones). I have checked out most but cannot find one that "suits" me, pardon the pun. :)


Anyways, thanks for everyone's help with this.

Post by headwax // Oct 28, 2008, 12:26pm

headwax
Total Posts: 38
Hello you have done a grande job so far. Surely you have the talent to make the businessman.


For the head, if you need help, may I suggest looxis faceworx? You need a pic of the front of a head and the side and you line up some splines. The result is fully textured.


The businessman in a suit will be simple box modelling.


http://www.looxis.com/en/k75.Downloads_Bits-and-Bytes-to-download.htm


I like your scene. Very Hopperish. if you have a look at Hopper's paintings you might find some inspiration for having more than one figure. It's all about alienation.

Post by tahnoak // Oct 28, 2008, 1:46pm

tahnoak
Total Posts: 487
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Hello you have done a grande job so far. Surely you have the talent to make the businessman.


For the head, if you need help, may I suggest looxis faceworx? You need a pic of the front of a head and the side and you line up some splines. The result is fully textured.


The businessman in a suit will be simple box modelling.


http://www.looxis.com/en/k75.Downloads_Bits-and-Bytes-to-download.htm


I like your scene. Very Hopperish. if you have a look at Hopper's paintings you might find some inspiration for having more than one figure. It's all about alienation.


headwax,

Thanks for the comments. I have been working on a very crude model that I think will work but I know I am not yet at the level where I can create the necessary trenchcoat, pants, shoes and hat that the businessman would be wearing (but that does not mean I won't try) :)


edit: Thanks for the Hopper reference. Very excellent work. I had no idea that Nighthawks was a Hopper piece. Also, I downloaded faceworx and will see what I can do.

Post by Finis // Oct 28, 2008, 2:33pm

Finis
Total Posts: 386
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You probably won't have much luck finding a free model that is posed the way you want. Try the ones with arms out that are meant for animation. Then you can make your own bones in TS and pose the character. That can be troublesome though.


You can make your own businessman model. Use subdivision surfaces. Start with a simple mesh. Maybe just a "boxman". Use the shape(s) as a control mesh for the SDS object(s). Add edges/loops-of-edges to the control mesh as needed for details. Maybe make separate hands, head, etc.


Here's a free realistic human generator. You'd have to make your own clothes for him but you can get the pose you want.

http://www.makehuman.org


Steinie's TS Resource Thread. Maybe some links to free model places. Check post #1.

http://forums1.caligari.com/truespace/showthread.php?t=889

Post by tahnoak // Oct 28, 2008, 3:12pm

tahnoak
Total Posts: 487
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You probably won't have much luck finding a free model that is posed the way you want. Try the ones with arms out that are meant for animation. Then you can make your own bones in TS and pose the character. That can be troublesome though.


You can make your own businessman model. Use subdivision surfaces. Start with a simple mesh. Maybe just a "boxman". Use the shape(s) as a control mesh for the SDS object(s). Add edges/loops-of-edges to the control mesh as needed for details. Maybe make separate hands, head, etc.


Here's a free realistic human generator. You'd have to make your own clothes for him but you can get the pose you want.

http://www.makehuman.org


Steinie's TS Resource Thread. Maybe some links to free model places. Check post #1.

http://forums1.caligari.com/truespace/showthread.php?t=889


Thanks Finis. I think I will just use one of the IK models that comes with ts. I will check the resources as well. I may need to model my own clothes but hey at least I will learn something new out of it.


I am also tinkering around with the bones and such. I should do the tutorial as well.


Any thoughts on how to improve the bench?

Post by headwax // Oct 29, 2008, 4:26pm

headwax
Total Posts: 38
As far as the business man. I am currently working on a 'self'portrait avi and I modelled a business man yesterday. He has a simple trench coat. A tie and shirt.


http://cg-nation.com/community/index.php?action=dlattach;topic=241.0;attach=2145; image


I can lend it to you in object format if you can't come up with anything you want. His face is uv textured and edge looped etc. Seperate eyes and teeth. Hat is a bromberg. Shoes are simple. Suit is not properly textured, just needs bummap and cloth finish.


It's in action somewhere in this avi I have been playing with bvh.


http://vimeo.com/2103082


Let me know if you are stuck :)


Idea is to get the mesh, subdivide once, attach a BVh from Mr Bones and choose the frame you like the pose in.


Cheerios.


headwax

Post by tahnoak // Oct 29, 2008, 5:11pm

tahnoak
Total Posts: 487
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As far as the business man. I am currently working on a 'self'portrait avi and I modelled a business man yesterday. He has a simple trench coat. A tie and shirt.


http://cg-nation.com/community/index.php?action=dlattach;topic=241.0;attach=2145; image


I can lend it to you in object format if you can't come up with anything you want. His face is uv textured and edge looped etc. Seperate eyes and teeth. Hat is a bromberg. Shoes are simple. Suit is not properly textured, just needs bummap and cloth finish.


It's in action somewhere in this avi I have been playing with bvh.


http://vimeo.com/2103082


Let me know if you are stuck :)


Idea is to get the mesh, subdivide once, attach a BVh from Mr Bones and choose the frame you like the pose in.


Cheerios.


headwax



headwax,

I am stuck...I have spent four days with nothing to show but a bunch of rejected models and wasted time :(


I would greatly appreciate it if I could use one of your business man models from the graphic. It looks perfect. I really want to move on to another scene but I want to finish this one first and I can't consider it done without the main character.


I will continue to work on a model for future use but for this scene I just want to be done.


Thanks again.

Post by headwax // Oct 29, 2008, 7:15pm

headwax
Total Posts: 38
No pproblem. I'll upload it in the next five-seven hours when I get on my other computer :) Looking foward to seeing the finished work!

Post by tahnoak // Oct 31, 2008, 6:59am

tahnoak
Total Posts: 487
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Thanks again headwax. I was able to work my way through using the bones and the model. I am still tweaking it but here is the scene with the traveler. I put dark clothes on him but may lighten it up some because you can't really see him, only the light coming off his dome :)

Post by Steinie // Oct 31, 2008, 7:56am

Steinie
Total Posts: 3667
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It looks great!


except for here...

Post by tahnoak // Oct 31, 2008, 8:20am

tahnoak
Total Posts: 487
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It looks great!


except for here...


WOW, great catch. To coin a phrase from my kids favorite TV show "I cannot believe it...." how did I miss that one.


Edit: Why does the non-rendered version NOT show that error? When I am on the model side (all of my work is done on the model side) the column looks correct and the edges line up until I render and then they are off.


Thoughts?

Post by TheWickedWitchOfTheWeb // Oct 31, 2008, 8:28am

TheWickedWitchOfTheWeb
Total Posts: 858
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I see him fine and the lighting is much improved. This is really coming along fantastically. Don't give up now. The last few percent takes the longest but is soooo worth it.

Post by spacekdet // Oct 31, 2008, 2:23pm

spacekdet
Total Posts: 1360
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.

Thoughts?

Does it still render 'wrong' if you rotate the column so that the mismatched portion is out of sight?

Is it a trick of the lights?

Post by Finis // Oct 31, 2008, 4:17pm

Finis
Total Posts: 386
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No ideas on the column top.


Better all the time.


Minor picky stuff:

The man's pose doesn't look right. He doesn't look disappointed that he's late. His pose and a diagonal feature near his left hand make it look like he is approaching the gate with a shotgun. I'd move the column away from the man. The train needs to be slightly more visible. Maybe a couple of lights in the train tunnel.


Any thoughts on how to improve the bench?


The bench is good. Enough detail to have its own character and enough left to textures to make it versatile.

Post by mrbones // Oct 31, 2008, 7:02pm

mrbones
Total Posts: 1280
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If I may suggest, a clock somewhere, and a newspaper on floor in wake of mans haste to suggest action..

Post by tahnoak // Nov 1, 2008, 6:28am

tahnoak
Total Posts: 487
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Does it still render 'wrong' if you rotate the column so that the mismatched portion is out of sight?


Is it a trick of the lights?


It is a trick of the lights :banana:


I rotated and it was fine.


I am working through some clean up issues now and adding a bit more detail (pay phone). See image. Keep in mind this is a first cut at the phone. I know it needs more work ;)

Post by tahnoak // Nov 1, 2008, 6:32am

tahnoak
Total Posts: 487
pic
No ideas on the column top.


Better all the time.


Minor picky stuff:

The man's pose doesn't look right. He doesn't look disappointed that he's late. His pose and a diagonal feature near his left hand make it look like he is approaching the gate with a shotgun. I'd move the column away from the man. The train needs to be slightly more visible. Maybe a couple of lights in the train tunnel.



The bench is good. Enough detail to have its own character and enough left to textures to make it versatile.


I agree on the pose but I don't have the experience yet to tweak the model that was so graciously provided to me by headwax. That will definitely have to be a "luxury" for me at this point. I will brighten the area lamp outside the gates to illuminate the train more. I had handrails out on the platform for saftey when entering the trains but forgot to put them back on. I will add those back. Maybe a lamp or two out on the platform is not a bad idea either. I will tinker around with it today/tonight. Thanks for the feedback.

Post by tahnoak // Nov 1, 2008, 6:34am

tahnoak
Total Posts: 487
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If I may suggest, a clock somewhere, and a newspaper on floor in wake of mans haste to suggest action..


Thanks. I was actually working on modelling some litter this morning. I made a newspaper but it looks like, well let's just say it does not look like a newspaper.

Post by mrbones // Nov 1, 2008, 10:04am

mrbones
Total Posts: 1280
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Heres a lyric from a local band,


"You leave the taste of a world gone bitter, and in your haste its a waste of litter"


Ironic, I wasnt sure if it meant cat litter or garbage litter.

Post by tahnoak // Nov 1, 2008, 11:05am

tahnoak
Total Posts: 487
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Don't think I have ever heard that song....


In this instance....garbage type litter.. though having a stray cat in the train station might not be a bad idea but way above my ability level.


Here is an update on the pay phone. coming along. I need to change some things.
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