More Stuff on the Floor

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More Stuff on the Floor // Work in Progress

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Post by rchappell // Apr 21, 2006, 9:53pm

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Total Posts: 114
chrono, I don't think I have the mapped phong in 5.2 - I can't seem to recreate your example.

Post by chrono // Apr 22, 2006, 3:45am

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rchappell, yeah your right. I just looked it up and you dont have it. :( I guess that you'll have to settle for using the 3D Paint tool to bring realism to your objects. Sorry I couldn't help!

Post by W!ZARD // Apr 22, 2006, 8:26am

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Chronos advice is still spot on IMHO - you just need to improvise a little. Here I made a sphere and used the 'Vanadium' material that comes with tS 5.1 material library. I added a second layer (right click Material Editor preview), and made both colour and bump shaders fully transparent (you can experiment with subtle bump to get a more convincing surface if you wish.

I used the reflectance blend:mask alpha setting to apply a texture as a reflectance map. The map I used is not great for your purposes but hopefully illustrates the method, you can make a nice scratched looking surface map from ... er... scratch ;) using your favourite graphics prog.

This approach will work in tS 5.1 plus gives you a lot of control over your final reflectance - scratches, small dents, fingerprints and whatever.

Hope this helps

Post by chrono // Apr 22, 2006, 11:34am

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A good point W!ZARD. I hadn't given thought to the transparency layering available. It gives you limited control, but some extra is FAR better then the normal shaders.

It think that there is a plug-in somewhere that can give you nearly the same shader control as the Mapped Phong does.

*edit*
FOUND IT!
http://ckgamefactory.hp.infoseek.co.jp/tsxe/refmap.htm

This gives you about 70% of the shader I was talking about earlier.

Post by spacekdet // Apr 22, 2006, 3:20pm

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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).


So they don't roll away (http://www.pencilpages.com/articles/carpentr.htm), of course.

Post by rchappell // Apr 23, 2006, 1:26am

rchappell
Total Posts: 114
So they don't roll away (http://www.pencilpages.com/articles/carpentr.htm), of course.


Of course - silly me!


Thanks chrono and wizard for the tips and the link to the plugin - excellent. I sometimes try things that don't work and I appreciate all criticism - often it helps confirm my doubts but it also can point things out I have missed.


I have been playing around with transparency reflectance maps and I have gone over all the textures. I have also dramatically changed the lighting and am adding some more items. Tape case looks better now and the spanner is improving (slowly). I have still to add depth of field but I won't start that until I have a better idea of my composition.


Here is the latest ...

Post by rchappell // Apr 23, 2006, 1:35am

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Total Posts: 114
Sorry .. This one has better sandpaper ...

Post by stoker // Apr 23, 2006, 2:27am

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Total Posts: 506
In my opinion it looked ok with the paint brush in - maybe if the paint brush was dripping with paint:confused: :cool:


Now there seems to be an empty space from where that has been.


I like the sandpaper you seem to have got a nice effect on that.


Anyway.............Nice work........progressing nicely as always:banana:

Post by hemulin // Apr 23, 2006, 3:30am

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I agree, the sandpaper looks brilliant. Maybe you should try adding some sawdust. Maybe a pile of it or just a layer on the surface of each of the objects. Nothing is ever that clean when you've been using all the tools on your floor.:jumpy:

Post by rchappell // Apr 23, 2006, 3:33am

rchappell
Total Posts: 114
Thanks Mark

I will fill the space as I go along.. maybe with a paintbrush but the one I had looked too flat. I have modelled another but that looks too perfect/unreal.:)


I am glad you like the sandpaper.

Post by rchappell // Apr 23, 2006, 3:35am

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Total Posts: 114
Thanks Hemulin

I crossed posts then. Yes I am just filling up the spaces now. I want to keep the tape measure looking new but I will try and add a "used" look to everything else.

Post by stoker // Apr 23, 2006, 3:36am

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Total Posts: 506
Who couldnt like the sandpaper even where it is folder over it is a lighter colour - BRILLIANT:jumpy: :banana: :banana:


EDIT: I do like Hemulins idea of saw dust would dirty it up a bit :jumpy:

Post by W!ZARD // Apr 23, 2006, 4:47am

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Lookin' good mate. The sand paper is a great touch. For your next project you should make yourself a tool box so you don't have to leave your stuff all over the floor ;)

Post by chrono // Apr 23, 2006, 5:23am

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Only suggests that I have left is to work on the bench top itself, because it has the most detail yet is lifeless. The other is to move the lighting so it's angle across the others from the left or right. Avoid lighting directly overhead or behind the camera because really reduces the shadows dramatic impact on the scene.

Post by rchappell // Apr 23, 2006, 11:34am

rchappell
Total Posts: 114
I feel like I am getting there now.


I have added a knife and a slip of paper with every handyman's golden rule. I also changed the lighting, chrono, I see what you mean about more dramatic shadows - it certainly adds to the scene. There is a subtle depth of field as well as one or two other tweaks.

Post by brianalldridge // Apr 23, 2006, 11:46am

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Not to be too much of a crit, but the glue in the bottle is a different color than the spilled glue. I love the look of the sandpaper

Post by stoker // Apr 23, 2006, 11:50am

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Total Posts: 506
maybe it was a bottle that was Gold and not see through with silver paint inside. seems stupid I know and I see your point and i do agree the colour of the paint does need changing.;) ;)


Apart from that I like your new approach to lighting richard after a few good tips from chrono.:)


Coming along nicely now, nice work:jumpy: ;)

Post by Alien // Apr 23, 2006, 11:53am

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Nice job on the knife. :cool:


I was looking at a spanner similar to yours earlier, & although it was shiny you could see the machining [sp?] marks They might add a bit of realism - though not sure how you'd achieve it, sorry. :o

Post by rchappell // Apr 23, 2006, 11:57am

rchappell
Total Posts: 114
Not to be too much of a crit, but the glue in the bottle is a different color than the spilled glue. I love the look of the sandpaper


You're right Brian I actually hadn't given it much thought. I was responding to an earlier criticism which put the glue bottle as colorless. I will experiment again with a bottle colour that matches the PVA glue but if it doesn't work then I'll just cop-out and say that the bottle isn't tranparent as Stoker says. I had tried a green bottle as I can remember working with glue out of green plastic bottles before but the brown just seemed to work better - perhaps it is because of the bench colour.

Post by rchappell // Apr 23, 2006, 12:04pm

rchappell
Total Posts: 114
Nice job on the knife. :cool:


I was looking at a spanner similar to yours earlier, & although it was shiny you could see the machining [sp?] marks They might add a bit of realism - though not sure how you'd achieve it, sorry. :o


The spanner I have is pretty close to the one in the scene. What is missing is very tiny scratches on the top and sides of the jaws which I am struggling to replicate properly. Basically it is a cast surface up to the "flat" polished area from which the fixed jaw protrudes. The moveable jaw and all the contact surfaces are all polished flat. There is certainly a machine-tool mark within each jaw and it would be good to get that right as it distorts the reflections. I will keep playing around with this.

Thanks for comments.

Post by rchappell // Apr 23, 2006, 1:06pm

rchappell
Total Posts: 114
Here is a go with less saturation.

Post by chrono // Apr 23, 2006, 2:13pm

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Nice changes.


But I can't help to get draw to the odd shadow being cast by the paint can in the background. Feels a little odd.

Post by jamesmc // Apr 23, 2006, 3:53pm

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Total Posts: 2566
Nails are hard least for me, this is a vector 2D I did awhile back, the nails suck.

Post by jamesmc // Apr 23, 2006, 5:07pm

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Total Posts: 2566
Here's an outline, I suppose you could do this in 3D easily, might have to delete a few edges to make it work. This would give more edges to texture on.

Post by rchappell // Apr 23, 2006, 10:22pm

rchappell
Total Posts: 114
Nice changes.


But I can't help to get draw to the odd shadow being cast by the paint can in the background. Feels a little odd.


I may tweak this slightly but all the shadows are coming from one local light situated to the right and a little forward of the camera.

Post by W!ZARD // Apr 24, 2006, 5:10am

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I see what Chrono means - from the shadows it looks like your light is too close to the scene - which would make sense if it was a working lamp. I think my eye wants to see the shadows as if they are coming from a more distant light source - one situated near the ceiling of the room.

Such a light would give slightly more parallel shadows which would subtley suggest a bigger scale to the scene by implying the prescence of a room around the objects in the field of view.

It may be worth estimating the scale of the room - the tape measure provides a guide guide - and repositioning your shadow casting lights at the approximate ceiling height. Or not ;)


Just a thought really - this is looking great

Post by rchappell // Apr 24, 2006, 9:18am

rchappell
Total Posts: 114
Good idea Wizard. Here is a render showing the scene and it's surroundings. I will play around with the height to get the best effect. I shouldn't really have called this thread "...stuff on the floor" as it is actually a workbench. .. a floating workbench as can be seen here...


I will return to the original scene once I sort this out.

Post by splinters // Apr 24, 2006, 9:47am

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First thing hits me is that it now looks cluttered but too arranged; everything has it's own little space which is unlikely for a 'working' bench.. Let the knife overlap the glasspaper or the paint drip to be smeared or run up to another tool etc. If this were real life-stuff would be thrown all over the place. Dim the light a bit, add some DOF and you are getting there...

Post by splinters // Apr 24, 2006, 10:06am

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Maybe I just like dark images too much but I tweaked in PS a bit to give you an idea what I meant. Bit rough and ready without the actual scene..;)

Post by stoker // Apr 24, 2006, 10:48am

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Total Posts: 506
I like your approach splinters (not that i dont like yours richard);)


In my opinion the room is a bad idea;) maybe just working on the view you had before could be better:confused: :confused:


:D :D
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