More 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.

More Stuff on the Floor // Work in Progress

1  2  3  4  5  |  

Post by rchappell // Apr 16, 2006, 1:45am

rchappell
Total Posts: 114
After a lot of sweat and tears I have finished plumbing in my bathroom. ("Why do I take on such projects!"). Anyway - that's enough DIY for a while but it has inspired me to model some of the tools etc.


So here it is - more stuff on the floor. Let's see how this one develops...


;)

Post by b_scotty // Apr 16, 2006, 1:56am

b_scotty
Total Posts: 176
pic
Looks like you are off to a good start!
My suggestion would be to break up the reflections a bit on the metal surfaces, for even brand-new things have minor flaws on the surface to distort the reflections a little. This will go a long way towards achieving a realistic look. Good job so far!

Post by W!ZARD // Apr 16, 2006, 2:49am

W!ZARD
Total Posts: 2603
pic
You seem to have a 'thing' for things on the floor!! This is looking great already. I think b_scotty has a valid point but I can't think of anything else constructive to add.

This image measures up very well ;) :D

Post by chrisj // Apr 16, 2006, 3:32am

chrisj
Total Posts: 239
pic
Now the bathrooms finished, get down to IKEA and get some boxes for all this stuff lying around. Anyway, looks like it's coming along nicely, good modelling etc. I have to agree the reflectivity of the metal needs to be toned down a bit, too much of a mirror finish.

Whereabouts in Lanarkshire are you based by the way?

Chris

Post by Johny // Apr 16, 2006, 4:39am

Johny
Total Posts: 672
pic
That measure tape look great :)

Post by rchappell // Apr 16, 2006, 5:32am

rchappell
Total Posts: 114
Thanks for the comments. I agree the metal surfaces are too shiny.

I will change this with the next couple of posts. I need to do a bit more modelling as well to fill the picture up a bit.


ChrisJ - I am in a village near Biggar, by the way.


:)

Post by JPSofCA // Apr 16, 2006, 7:07am

JPSofCA
Total Posts: 300
pic
Like Wizard says, it "measures up" very well. So as long as you "adhere" to good modelling practices, you will always have continued success! ;)

Post by hemulin // Apr 16, 2006, 8:05am

hemulin
Total Posts: 1058
pic
Great to see you back again with another 'project' Richard!

I agree with the others, the reflective surfaces need some flaws and scratches on them. Once again the modelling is great and it's lighting, texturing and general 'looking good' that's what needs to be focussed on now.

There are of course spaces for more objects, possibly ones in the background, or maybe a wall; showing some depth to the scene.

Again, good work.:D

Post by rchappell // Apr 16, 2006, 10:36am

rchappell
Total Posts: 114
I take on-board everything that has been said. I might try a wall, Hemulin, that's a good idea ...


I have done some work on those shiny bits but I know I still need to do more. I will keep posting even if the changes are subtle. In this one I have added a drip of glue down the bottle and addressed some of the shiny surfaces. I need to do more, I know, but I also want to model some more items.

Post by stoker // Apr 16, 2006, 1:39pm

stoker
Total Posts: 506
Good to see you back and sharing your work.:jumpy:


I agree with the scratches being put on parts which are reflective etc and Hemulins idea of a wall would give the image some form of depth.


A good start though:D :D :banana:

Post by xmanflash // Apr 16, 2006, 2:45pm

xmanflash
Total Posts: 335
Really nice - the spaner looks better now and the rest is great - love the texture on the bench and the tape is excellent..

Maybe have a couple of nails in the foreground and see the reflection in the side of the tape canister? That reflection still looks a little 'not quite right' Which rendered are you using?

Post by rj0 // Apr 16, 2006, 7:38pm

rj0
Total Posts: 167
Wonderful glue bottle, with the glue drip and imperfect label and all, just great! The wood flooring looks good. The wrench looks a little too new (hmmm, looks unused; how much of the remodeling did you do again?), but otherwise fine. The tape pull and the tape itself look very good. The tape case is the major culprit. The label looks decent, but the rewind control and the chrome ring (especially the chrome ring) look way too perfect (maybe needs just a couple of smudges or something), and the black caseing (at least from the web image) has so little detail (very little specular even) that it is hard to discern its actual shape (it almost looks like a black void from this viewpoint).

Overall, very, very nice image. Well done!

rj

Post by hemulin // Apr 16, 2006, 11:28pm

hemulin
Total Posts: 1058
pic
What is the object in the top right corner that we can only see a bit of?

Post by splinters // Apr 16, 2006, 11:57pm

splinters
Total Posts: 4148
pic
Have you tried simbiont shaders? They have some nice scratched/rusty/tarnished metals that are fun to mess around with.

You don't have Vray do you? There is a nice glossy shader in there that would be perfect...:D

Post by rchappell // Apr 17, 2006, 12:50am

rchappell
Total Posts: 114
Yes ..., I still have much tweaking to do. It is currently taking about 40 mins to render the scene. I am using trueSpace 5.2 with 4x aa and the scanline renderer with raytracing enabled. I do love the simbiont plug-in and will try playing around with some of the textures as I go along. The tape needs attention still on the black casing and the chrome band is still not right (I dulled it down in this one but I may have overdone it!).


I tried a wall but I think it would mean changing the perspective and I want to keep this close-up. I have added a bradawl in this one and I want to add some scattered nails - yes that would be good I think. There are small areas that can be tidied up in post editing but I will leave that for later.


Oh, Hemulin, the thing in the top right corner was going to be a tin of paint. I have painted it red as that reflects onto the floor quite nicely. Spanner still looks too new ...

Post by stoker // Apr 17, 2006, 3:54am

stoker
Total Posts: 506
If you are not going to use a Wall Rchappell maybe some depth of Field:confused: would then focus in more on the main objects in the scene.


Only a suggestion;)

Post by spacekdet // Apr 17, 2006, 2:23pm

spacekdet
Total Posts: 1360
pic
How about a carpenter's pencil?

Post by bill // Apr 17, 2006, 2:34pm

bill
Total Posts: 114
pic
How about a bloody rag. What remodeling project is complete without a little blood? :p I know what I'm talking about. I was a remodeling contractor for many years.

Post by noko // Apr 17, 2006, 3:49pm

noko
Total Posts: 684
I really like this scene, the modeling is superb! Now all my tape measures I have the first few markings virtually scratched off due to use, I still use them, I just measure from a higher number if in the scratched zone ;) . For me I hate dirt, I mean I am so surrounded by dirt at work I just want everything to look clean, plus most items are rather worn and probably should have been thrown away years ago. To add dirt and scratches takes me back to my dungeon, I mean workplace. So what you are trying to express will dictate what needs to be change if anything. Great job so far!

Post by W!ZARD // Apr 19, 2006, 1:37am

W!ZARD
Total Posts: 2603
pic
The glue overspill really sticks ;) in my mind as a masterfull touch. Others have already commented on the shininess of the tape measure case. I feel that it's a similar situation to your great guitar pic which started off too shiney but looked great with some bump and reflectance shader work. You're getting good at this stuff!

Post by rchappell // Apr 19, 2006, 2:15am

rchappell
Total Posts: 114
Thanks for all the comments - as always - much appreciated. I have not had a lot of time recently so it will be later in the week until I post any more progress. I was trying to model some nails and things but they didn't look quite right.


I like the idea of a rag but it may be out of my league to achieve the realism. I will also try some depth of field as it is a good effect ( may need to be quite subtle though). I may possibly tone the lighting down

as it appeared to be the lack of convincing shadows which made the nails/tacks look wrong.


mmm.. A carpenter's pencil you say? I may give that a go. They are the big flat pencils (never knew why they were that shape - curious).


And off course I will be tweaking the shininess as I rarely seem to get that right first time.


I will post an image later today/tomorrow even if it is just minor changes.

Post by rchappell // Apr 20, 2006, 11:24pm

rchappell
Total Posts: 114
Okay, made some progress but still much to be done. After a lot of messing about I added a paint brush a "shiny" tin and some nails. Now, the brush isn't bad but the tin needs a lot of work and the nails are terrible! They appear to be floating and the texturing is poor. Please give me any pointers you may have on rectifying the nails as I often find that when something is small and thin it often looks superimposed. I may indeed abandon these additional items and go for something else but I would love to hear your honest opinions so please be frank - don't hold back.


Other minor changes are the lighting and the spanner. Are these improvements?

Post by Steinie // Apr 21, 2006, 1:44am

Steinie
Total Posts: 3667
pic
.... but I would love to hear your honest opinions so please be frank - don't hold back.



You asked for it you got it.....besides the fact you are a very sloppy person (always leaving stuff on the floor) ;)

The glue bottle has no color.

There is no focal point, where you want the viewers eye to reach. Yet the table top is in focus front to back.

The can is not needed and doesn't add anything in it's present form.

The brush looks flat.

99% of nails I've used are round and you used flat ones.


This was my initial honest response when I saw your rendering, right or wrong. Of course this is an opionion from a guy that wonders why Dali used drippy clocks and Picasso should have painted with two ears and.......

Post by chrono // Apr 21, 2006, 6:00am

chrono
Total Posts: 0
If I remember correctly ts5.2 had the mapped phong reflectance shader. If you apply this shader and left click on the settings names you should be able to apply textures maps to your refelectance channels individually. Even if you just use the same textures you'll see a rather big difference in object quality.

Post by chrisj // Apr 21, 2006, 8:22am

chrisj
Total Posts: 239
pic
The nails are definitely too flat looking, and cast little shadow. Make them more rounded, or use screws instead. The scene looks a bit washed out due to the lighting. You need a key infinite, or spot light to generate most of the light, shadows and depth, then use low intensity lights to simulate the vironmental contribution to the objects' illumination. Have you surrounded the objects with a box, to simulate the room? A bit of texture on the spanner would help. They tend to be cast, with a roughish surface, or coated.

Any help?

Chris

Post by hemulin // Apr 21, 2006, 8:29am

hemulin
Total Posts: 1058
pic
I think we can all agree that those nails definately have something wrong with them.

Run over by a steam-roller maybe!

However the rest of the floor looks great!:jumpy:

Post by Nephos // Apr 21, 2006, 8:35am

Nephos
Total Posts: 59
The composition is ok you just need something to focus on (a focal point), stronger shadows, and gamma correction.


Nephos

Post by rchappell // Apr 21, 2006, 9:26am

rchappell
Total Posts: 114
I agree with all the criticisms except perhaps the glue bottle lacking in colour. I will play around with the lighting as suggested and I think that will make the glue bottle look better. It is based on a dull white PVA type bottle which has one of those cheap bnw labels on it. Hopefully if I play around with the lighting a bit more and lose or modify the new additions then I will get back on track.


The entire scene is within my standard room with door and pictures etc.


Chrono - is this what you mean with the phong shader values?

Post by chrisj // Apr 21, 2006, 9:34am

chrisj
Total Posts: 239
pic
I've just noticed, from your last post, that you have given a less than zero value to the luminance on your shader. This may be where you are going wrong with the overly bright washed out look (my opinion only). Only light sources have natural luminescence, normal surfaces don't. The only time I use it is when I'm simulating a screen or led, and such like. Every other texture I use has LUM set to ZERO, and the illumination of the objects relies on direct or indirext lighting only (no self illumination). If this is the issue, you will see a much better depth of shadow, colour and realism, if you adjust your reflectance.

Post by chrono // Apr 21, 2006, 6:12pm

chrono
Total Posts: 0
rchappell, yes that's them. In other programs the individual values are called channels. There channels have vastly larger values to work with mainly because they are usually all done in greyscale. Also what you want is the Mapped phong and not the Caligari phong.


Here's an example with just a quick texture thrown into the specular channel.
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2024. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn