Absolutely great

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Absolutely great // Introduction to Product Illustration

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Post by splinters // Sep 14, 2006, 8:07am

Total Posts: 4148
Said it already, great course and very good for my Product Design students to watch...ergo good for all design students to watch.

Post by noko // Sep 21, 2006, 2:38pm

Total Posts: 684
Was able to get two chapters done, even with my very busy schedule, two thumbs up so far and looks very well done.

Post by daybe // Sep 22, 2006, 4:52pm

Total Posts: 562
Thanks Guys, Nice to hear. I am sorry I haven't been available for much lately, but I do check in every so often when time allows so if you have any questions or comments feel free to post them here and I will try and do my best to answer in a timely manner. Hopefully everyone gets something from the course, it is quite long so I suspect it will take some time for people to work there way through it. overall I was happy with the outcome, being my first attempt and I was surprised at just how much work is involved in creating a course.

Happy learning.


Post by dr22 // Jan 12, 2007, 12:10pm

Total Posts: 60
Hi All; Mr daybe; Where can I find your course?

Post by RichLevy // Jan 12, 2007, 2:18pm

Total Posts: 1140

Post by daybe // Jan 13, 2007, 4:19am

Total Posts: 562
Thanks Rich, Sorry I missed you post dr22 have been busy the last little while.

Post by Burisman // Mar 10, 2007, 10:35am

Total Posts: 128
Dave, I purchased your Product Illustration course a week ago, and have done a part when I had some time (or didn't have the inspiration to write the text on which I am working right now). I just finished it, and will start again with the material you provided. Some of the techniques I have been practicing with already. It feels like my TS skills have rocketed :banana: after each lesson, just what I needed.

Thanks, it's great, and very clear, I can only confirm and amplify what the others are saying.

A funny side-line :o your particular pitch of voice and accent made one of my daughters think I was watching Kermit-video's in my office when I was 'pretending' to work :) Don't take that as an offence, she said that you MUST be a nice guy.

Post by daybe // Mar 10, 2007, 11:08am

Total Posts: 562
Thanks Burisman,

Glad the course has been of help. If you have any further comments or questions feel free to ask.

Your comment about my voise made me chuckle, never heard that before.:) .

Post by Burisman // Mar 11, 2007, 2:35am

Total Posts: 128
;) Well daybe, it must be true, because my other 2 daugthers are of the same opinion :)

Actually, I have a question, perhaps not directly related to product, or technical illustration, however ...

How do you decide on the scale of your modeling? The TS grid is, as I am correct, corresponding to meters. Do you view the measuring units in TS as absolute or relative?

E.g. Your tutorial is about a box filled with lamps, so your unit is smaller than the TS unit. But, for example, I am trying to model an existing church for an educational multimedia project, using some of the modeling techniques I learnt in your tutorial. I use an image (the plan I produced in Flash) as a basis for the model, and I take this as starting point. The image measures 768x371 pixels. If I would keep these dimensions in TS it would be huge, so I divided by 10 (see image with some primitive modeling going on). It is manageable now, but somehow I have an idea that the relation with the world is gone.

In the second image I lifted one part of the building to show the relationship to the map, which is actually a screenshot of my Flash application that draws transparent layers over the plan, the green and blue rectangles indicate the position of gravestones and vault paintings, if you mouseover, you can get more information..., (if it interests you you can inspect this WIP on http://www.cheperu.nl/10kerken , choose in the menu (kerken) the church of Loppersum, there you see the plan on action - click on the map, and building icons on the little navigation widget-. The reason for me to start in TS is not to have to redraw everything in Flash when I needed a new perspective - but I discovered a whole new world:))

Is there a sound approach to this question of dimension? Or have I missed a bit in your tutorial?


Post by daybe // Mar 11, 2007, 6:15am

Total Posts: 562
Well daybe, it must be true, because my other 2 daugthers are of the same opinion Then it must be true, perhaps I am in the wrong line of work and should consider being a voice actor for childrens programs :D

I really don't worry too much about world scale myself at least not while modeling anyway, I stick with the default grid system and do what you describe and when I create my blueprint I work with pixels of course and like you if my blueprint is say 700 pixels by 400 I create a plane that is 7.00 x 4.00, and then model the object or scene and keep the scale of all the objects relative to the blueprint I know the object is to scale once I have finished building. It would help in your case if you had a side profile of the building so you know the height of the building is to scale. If not you will have to find some sort of reference point on the blueprint and determine a unit of measurement from that, for example maybe the wall is say 1 ft. thick and say you know the building is say 75 feet in height, then it just becomes a simple math calculation.

I liked the example you posted quite interesting project.

Hope that helps.

Post by Burisman // Mar 12, 2007, 11:02pm

Total Posts: 128
Thanks David,

it does, because it basically means that I can continue and that some calculation and conversion is required. I was afraid that I missed some Golden Rule here. You're absolutely right about the side profile, I have an old architect's drawing and will use that as a side profile. I will sho the result in a few days.

In the mean time I have been watching and enjoying cht. 6 of your course. That one was relatively hard for me, as you take lots of different steps and switch between applications. But I getting there thanks to your clear guidance :)

Do you ever use NURBS for complex surfaces by the way? I have arrived at the point where I have to model the complex vaults, they are complex in the aspect of not being purely gothic, if you look at them they look like those big segmented melons (it is called romanogothic), that means that the ribs lie deeper than the middle of the surfaces. Mind boggling. I wonder whether n such a case you would resort to NURBS (I make rather a mess of that), or that you would use a strategy based on polygons....

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