Strange Discoveries

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Strange Discoveries // Work in Progress

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Post by Breech Block // Nov 8, 2008, 2:10pm

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It's a cold, wintry and rainy day here in bonny Scotland and as all outside activities are now going to be severely curtailed for the foreseeable future, I'd thought I'd do something different and enter the MMC (it's my first time). When I sat down to think of some ideas, I came up with a whole load and hope that one day I may be able to post them all in a separate gallery. I have to admit at this point that the ideas I had were heavily inspired by Stenies past works so a big thanks must go to him; Cheers mate.


Although my interpretation of this month's MMC theme "Strange Discovery" may be considered as a bit loose\borderline, it's mainly intended to be just a bit of fun. And no, the title No 24 is not an attempt to follow in Weevil's passion for strange thread titles, but is there to indicate that this is just one scene from a whole series.

Post by Breech Block // Nov 8, 2008, 2:20pm

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Here is a screen shot of the door I'm working on.

Post by Breech Block // Nov 8, 2008, 5:31pm

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Some more detail added to the door.

Post by Steinie // Nov 9, 2008, 1:49am

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Hey if I ever need a Steamship steering wheel or a bank vault door I know where to go. Cool start.

I'm sitting in the bleechers whatchin' that breecher!:D

Post by Weevil // Nov 9, 2008, 4:41am

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Loving the title

And loving the model so far

Post by Breech Block // Nov 9, 2008, 1:00pm

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Thanks Stenie, thanks Weevil. Just a bit more detail added to the door today. Hopefully have it textured by tomorrow. Some nice chrome methinks.

Post by Breech Block // Nov 9, 2008, 3:26pm

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I've been working on a hinge for the door. Still need to work out the final armature so the door can swing open. Not a lot of detail because I'm not certain of the camera angle I will be using in my final shot and thus not entirely sure of how much of the door will be seen let alone the hinge. However, I'm hoping that putting it in now (as opposed to nearer the deadline when time becomes a premium) might just give me a few more options come final render.

Post by Breech Block // Nov 9, 2008, 4:42pm

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Finally figured out the armature and although it will not be seen at least it makes the door complete for future use.

Post by Nez // Nov 9, 2008, 11:23pm

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Looking cool so far, you've got my intrigued. Having an inkling of your modelling tendencies, which are a bit like mine, before you know it you'll have an object with tens of thousands of polys that you'll barely be able to make out in the final render... :rolleyes::D that's what I do anyway!

Will keep watching this to see where you take us....

Post by Breech Block // Nov 10, 2008, 1:22pm

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Looking cool so far, you've got my intrigued. Having an inkling of your modelling tendencies, which are a bit like mine, before you know it you'll have an object with tens of thousands of polys that you'll barely be able to make out in the final render... :rolleyes::D that's what I do anyway!

Will keep watching this to see where you take us....


Mmmm...very interesting comments Nez. First of all thanks for checking my thread and for the kind comments. If you think it's cool then I know I'm on the right track.:) With regards having an inkling for my modeling tendencies, its strange you should say that, but the other month when all the castle WIP's appeared I could work out exactly who all the artists were just by looking at their work (even though the works shown were at a very early stage). I then wondered about my own "style" and having looked at all of my SMC entries couldn't determine that I had one. Is this a case of "artists" not being able to see the wood for the trees when it comes to their own work? In the name of self-development, I would be very intrested to hear from anyone who has an opinion on what they think my modeling tendencies\style are\is.

Post by Nez // Nov 10, 2008, 11:01pm

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Heh, hope I haven't caused too much introspection!

It's an interesting question though... I would guess that a lot of peopl here have an individual style, to some degree, but how specific/distinct that is does vary - and the really versatile artists can of course turn out work with a wide stylistic range. Plus of course there's a number of folks (hopefully including myself) whose work has come on a fair way since starting up so is gradually changing somewhat in style....


In this case, when I referred to your 'modelling tendencies', I didn't so much mean the style of your renders or exact nature of your modelling/subject but more that, like myself, you generally (not always) tend towards the more 'mechanical' (and I use the term loosely) or architectural rather than the organic, and that - again, like myself - you tend to put a lot of effort in to high detail modelling - which unfortunately may not be fully appreciated in the restricted 800x600 final image... one reason it's so good to post WIP pictures, at least everyone can see all your hard work!


Anyway hope that makes sense.... and you're probably right that most of us are less aware of our own style than others probably are.... (with some exceptions, of course!)

Post by Breech Block // Nov 11, 2008, 1:09pm

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Heh, hope I haven't caused too much introspection!


Lol, thanks Nez. Thanks also for your response which is pretty spot on. And, as for my tendency to lean towards more "mechanical" subjects, it's definitely a case of guilty as charged. I keep saying to myself I'm going to sit down and do some organic\character courses\tutorials but never do. The trouble being, with so many tantalising SMC\MMC\Animation projects it's just so difficult to spare the time. That said, after my disastrous attempt at trying to make Wallace for the current SMC, my limitations really came to the fore and I quickly realised I'm going to have to knuckle down if I want to improve.


That all said, I think the whole question of artistic style is quite fascinating. I have a book by Syd Mead (Sentinal) and it's always worthy of a good browse.


Anyhow, moving on, here are the latest screen shots of my MMC project. I had to remodel the armature slightly as I couldn't get the door to open and close flush against the wall. I quite like the rendered shot and believe it or not this is in fact the first time I have thought that I might be able to pull this scene off.

Post by Weevil // Nov 11, 2008, 1:19pm

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nice, very detailed

Post by Breech Block // Nov 11, 2008, 10:57pm

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Thanks Weevil - and glad to see you and Nez have managed to rescue your own project as that is going to be pretty awesome.

Post by Breech Block // Nov 13, 2008, 5:06pm

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Bars, bars and not a drop to drink


I made a couple more changes to the vault door to make it stand out from the wall a bit more. Tonight however, I have mainly been working on the inside of the vault and made up 6 strongrooms. It took me a while to sort the doors out as originaly, I had them sliding on runners, which whilst probably very practicle and probably how they would be for real, a few test renders proved unsuitable for what I have in mind for the final image. Next up will be some sort of ramp system to allow easy access and egress. That should then be the structure complete.

Post by Breech Block // Nov 14, 2008, 3:12pm

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After adding the strongrooms, I set about moving my camera looking for an angle that would give me a good final render. However, having found it, I discovered that the whole model had lost that dramatic sense of scale so I ended up having to re model\scale a lot of the interior.

Post by Breech Block // Nov 15, 2008, 2:50pm

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Today I have been working on a bucket and mop (yeah, I know, exciting stuff eh). This is one of the more professional variants as befits a bank and is about half complete. The hard part was getting the rim of the bucket to turn and go under itself.


In case anybody is wondering what the oval shapes are above the wheels, they are scuff guards (apparently).

Post by Steinie // Nov 15, 2008, 5:12pm

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I'm amazed at the amount of detail you put into your work. It might only be a bucket but this is the Lamborghini of Buckets! Great modeling.

This is one cool project.

Post by Breech Block // Nov 15, 2008, 11:09pm

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It might only be a bucket but this is the Lamborghini of Buckets!


LOL - thanks Steinie, you just made my day.

Post by Weevil // Nov 16, 2008, 12:39am

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This is looking sweet, can't wait to see the ending!

Post by tahnoak // Nov 16, 2008, 2:05am

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Today I have been working on a bucket and mop (yeah, I know, exciting stuff eh). This is one of the more professional variants as befits a bank and is about half complete. The hard part was getting the rim of the bucket to turn and go under itself.


In case anybody is wondering what the oval shapes are above the wheels, they are scuff guards (apparently).



Great job!! I was working on a mop and bucket to for my "Last Train" scene. It helps convey the "after hours" feeling. After seeing this I realize I have a long way to go on mine.


Then again, seeing as yours is for a bank and mine is for an old train station maybe mine looking like junk is okay :)

Post by Breech Block // Nov 16, 2008, 4:48pm

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Then again, seeing as yours is for a bank and mine is for an old train station maybe mine looking like junk is okay :)


Thanks tahnoak and you bring up a very valid point. I think most of us when we start out to model in 3D are so relieved just to come up with a shape that does indeed resemble a bucket, that any thought as to its design\purpose\intent is simply lost during the furore that is the creative 3D process. Yet, an extra 30 mins at the very start of a project, searching the web for reference material, can save both a lot of time and reap huge rewards come the final render.


Our bucket and mops for example both serve the same purpose\function, but as the images I have provided show, one would clearly be at home in a bank, whilst the other would equally be at home in a rundown railway station. And, should the 2 items swap places, they would almost certainly jar with the viewer as being at odds with their surroundings. Believe me, there is nothing quite as frustrating as spending a lot of time carefully crafting a model only to find out when you have finished that it's not really suitable for the scene.


So, to any new users reading this thread, I would advise that in the early days, knowing what to model is almost as important as knowing how to model if you are wanting to produce a really good scene.


In addition, sometimes a model is more than a sum of its parts. For example, the model of bucket I have chosen is more suggestive of a professional, contracted cleaning service as opposed to the metal bucket which could suggest that it is a piece of property owned by the bank. That division is a key element of my intended image.


Right, waffled on long enough, its time to crack on with some more modelling.

Post by tahnoak // Nov 16, 2008, 5:03pm

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Thanks tahnoak and you bring up a very valid point. I think most of us when we start out to model in 3D are so relieved just to come up with a shape that does indeed resemble a bucket, that any thought as to its design\purpose\intent is simply lost during the furore that is the creative 3D process. Yet, an extra 30 mins at the very start of a project, searching the web for reference material, can save both a lot of time and reap huge rewards come the final render.


Our bucket and mops for example both serve the same purpose\function, but as the images I have provided show, one would clearly be at home in a bank, whilst the other would equally be at home in a rundown railway station. And, should the 2 items swap places, they would almost certainly jar with the viewer as being at odds with their surroundings. Believe me, there is nothing quite as frustrating as spending a lot of time carefully crafting a model only to find out when you have finished that it's not really suitable for the scene.


So, to any new users reading this thread, I would advise that in the early days, knowing what to model is almost as important as knowing how to model if you are wanting to produce a really good scene.


In addition, sometimes a model is more than a sum of its parts. For example, the model of bucket I have chosen is more suggestive of a professional, contracted cleaning service as opposed to the metal bucket which could suggest that it is a piece of property owned by the bank. That division is a key element of my intended image.


Right, waffled on long enough, its time to crack on with some more modelling.


Breech Block... I agree and tried to spend some time looking for a good mop bucket image but could not get what I was looking for so I went off from memory of my deck swabbing days.


here is my initial shot at the bucket. Obviously still working on it

Post by Breech Block // Nov 17, 2008, 12:33pm

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Hey, that's some great work there tahnoak (Crikey, getting shown up in my own thread now. :D)

Post by tahnoak // Nov 17, 2008, 1:26pm

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Thanks.... But I won't show any screenies of the wireframe because then you will see the lack of detail in my bucket as opposed to the significant detail in yours. I am trying to be more detail oriented on my modeling but sometimes I just want to be done with something.

Post by Breech Block // Nov 17, 2008, 7:24pm

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I am trying to be more detail oriented on my modeling but sometimes I just want to be done with something.


Yeah, I know that feeling. Know anybody who wants to finish off a mobile phone? :D:D:D


Well, today I have finished off the wringer part of the bucket. The real thing still has a few more parts such as the springs and linkage that squeeze the mop but with the deadline I'm on, I'm going to have to leave it at that. Hopefully, by tomorrow I will have the bucket's handle finished and then its onto texturing.

Post by Nez // Nov 17, 2008, 10:57pm

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And how big is this thing going to look in the final render?! :rolleyes:


Fabulous detail again, as always, although you've probably done more than you need to unless it's a 'hero' object in the foreground....! You so much remind me of me!

Post by tahnoak // Nov 17, 2008, 11:33pm

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I am truly impressed with your commitment to detail. This is awesome. I may ask to borrow it when you are done and then just re-texture it for my train station :D

Post by TomG // Nov 18, 2008, 4:53am

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Incredible detail, whether this is an incidental element or a key part of the scene. You may want to consider selling the model when done, looks detailed enough that people may want to pick it up to save themselves the effort involved in modeling something so "mundane" with such detail - always a good thing to sell - people love to make their own big and complex stuff, as its fun to model, but who wants to model all that detail on a "mere" mop bucket!


All that aside, I am looking forward to seeing it integrated into the scene. Not going to be modeling Michael Caine too are you? (no prizes awarded for spotting obscure reference).


Tom

Post by MikeJoel // Nov 18, 2008, 7:50am

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This is great. I love the details.


I get to a point when I don't feel like modeling for a while and when I see something like this it makes me feel like digging in again.


I really like that bucket. It is exactly what you expect to see in a bank, while tahnoak's is absolutely the "use it till it springs a hole" type I would expect to see in a train station or school. Great work.


Even if it ends up really small in the rendering I think most of detail will still show up and like Tom said it would be an excellent model to offer for sell.


Mike
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