More Stuff on the Floor

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More Stuff on the Floor // Work in Progress

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Post by TheWickedWitchOfTheWeb // Apr 24, 2006, 4:09pm

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Just playing catch up on this thread so I might be a tad out of date with this. If so, just ignore me!


Nails - yep, a real pain to have on the 'floor' and not have that floating look! I remember the trouble I had with them on one of my early pics. Don't know if it's any help but you can see it here:

http://www.caligari.com/gallery/imagesgallery/2004/Aug/image.asp?Cate=GImages&img=786&email=kate.rhodes@btinternet.com&name=Katherine%20Rhodes


Really liking the way it's looking so far and your bench top texture is fab, as is the glue bottle label, excellent job, love the wrinkle! (prefer the bottle looking white though, PVA glue bottles tend to be white rather than mustard!)

Post by rchappell // Apr 25, 2006, 5:00am

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Thanks to jamesmc and thewickedwitchoftheweb for the help and comments regarding the nails. I will revisit some nail and screw modelling soon. I will also return the PVA bottle to white for the next render as it does seem to work best when reviewing the images. Splinters, I like your view on changing the layout as it does seem a bit "contrived" at the moment - I sill have some more items I want to model and that might help. I still need to dirty everything up a bit (except the tape I want to leave that clean). I will try some different arrangements and post the best. I don't want to pull back the point-of-view (least not for my first renders) and merely showed the room earlier to show the overall environment. DOF will make a big difference as well to the picture and I will have a go at that soon. At the moment I am messing with the lighting more than anything, though.

Post by Steinie // Apr 25, 2006, 6:22am

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I am going to insert a helpful tip if I may and then return this thread back to your work. If you handle your project like a play, movie or whatever I think your work flow will improve. A play or movie starts with a script, idea. You have
1)"Stuff on the Floor" for your project.
You get your actors or characters. You have your
2) "models". (and surfacing) Then you design the Set or Stage, or your
3) "layout" (still needs some work). Then you
4) Light the scene.
I think Splinters said it best when he mentioned overlaping items to improve the 3) Layout.
Don't jump too quickly to 4) lighting if the other things need work. If you take my 4 examples and flip it upsidedown (priority) you'll notice that this is how Roman judges for the monthly contest.
Whats cool about lighting is when everthing else is done you get to set the mood! Fun Stuff!
I said earlier that your glue bottle needed color....now that I see it with another colored bottle the label seems to be the problem, it looks washed out. the original bottle was probably ok.
I like the progress your making!

Post by rchappell // Apr 26, 2006, 12:39pm

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You're right Steinie. I know I need to be more structured in my approach as I spend a lot of time changing and re-doing things over and over. I guess I probably just don't have a good enough plan to begin with - I tend to start doing some modelling and see how it evolves into the scene. I sometimes go off at a tangent and just hope that eventually I will get to something worthwhile. I am still learning as I go.


With this said I have changed the layout and although I still want to add more models I feel the basis is there now. I have been tweaking everything and did a whole rework on the spanner. I still need to address the following though:


1) more models

2) dirty up (add sawdust etc)

3) lighting and depth of field


I was trying some screwthreads and I am sure I saw a tutorial somewhere I just can't remember where. Any help with that would be appreciated.

Post by daybe // Apr 26, 2006, 12:55pm

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Ya I remember someone talking about doing screws in SDS, I think it was on the Silo site somewhere but can't remember exactly.

I tend to start doing some modelling and see how it evolves into the scene.

I tend to this as well, unless I have something specific in mind.

Your scene is coming along nicely, the wrench has a bit of problem with the bump map it seems, and I am glad you changed the color of the bottle of glue. Oh and perhaps you could add a step 4 and 5 to you note, Remeasure and cut again and then step 6 get band-aid.

What version of TS are you using?

Keep on keeping on.

Cheers,

Post by rchappell // Apr 26, 2006, 1:19pm

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Total Posts: 114
ha ha - yes step 6) would be get a band aid ... then step 7) would be get a professional to do the job - This would then become step one next time!


I am using trueSpace 5.2


I have been struggling with the wrench. The model is better now but the texture does need some work. I have tried to add a texture at the moveable jaw to show a machined tooling mark. The tops of the jaws are perhaps too shiny though. I may have to do a truespace re-install as I get a "run out of memory" error when I try to paint a face and it hangs. I think I had this once before and couldn't fix it without a re-install.


Here is a close up of the wrench.

Post by rchappell // Apr 26, 2006, 1:19pm

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Forgot to add the image, sorry ...

Post by geneg // Apr 26, 2006, 2:34pm

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rchappell:


I really like the work your doing on this scene. Its starting to shape up nicely.


The crescent wrench does need a bit of work as you say. Here's a pic of one of my trusty wrenches. It doesn't get a lot of use, but its not shiny everywhere either. The outside of the jaws have a curve to them, they are not flat. Also your model could do with a bit of chamfering/beveling. The edges are way too computer sharp for a real life object. The surface of the jaws are shiny but they are also brushed parallel to the jaw opening.


Keep up the great work!


geneg

Post by spacekdet // Apr 26, 2006, 5:42pm

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Here's a trick to try when painting faces:
Set up your material first, then Right-click the object to enter point edit mode. Select the faces you want painted, and finally click the Paint Face icon.
You can also UV map the faces once they are selected via point edit.
Keep in mind if you are doing a lot of faces at once this can take a little bit of time while tS paints each face.

Post by GraySho // Apr 27, 2006, 4:43am

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Here's a trick to try when painting faces:

Set up your material first, then Right-click the object to enter point edit mode. Select the faces you want painted, and finally click the Paint Face icon.

Be careful with that operation. It eats a lot of memory and may result in a crash if you don't have enogh RAM. Save your work before doing this.

Post by spacekdet // Apr 27, 2006, 5:18am

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A crash beats a re-install any day.
Either result seems a bit extreme for 'simply' painting some faces...but such is life in the world of tS.

Post by rchappell // Apr 27, 2006, 6:21am

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Total Posts: 114
Yes, Ram may indeed be the culprit. I only have 512Mb RAM in this machine and it is struggling as the scene gets more complicated. I still get the error if I try and select each face first and I will re-install when I get the time. But in the mean time I have been modelling a new spanner. I have done no texturing yet but I think I may stick with this new smooth design. It may throw up some nice reflections. I will try it in the scene and post the results.

Post by rchappell // Apr 27, 2006, 7:14am

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A close-up of the spanner in the scene. It is, I know, too shiny but I think I prefer the overall shape.


Mmmm need to texture to get a better feel.

Post by rchappell // Apr 27, 2006, 7:15am

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Total Posts: 114
forgot the picture ... again!

Post by stoker // Apr 27, 2006, 7:17am

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Nice work Richard.......:) If I was doing this scene I wouldnt have anything quite as shiny if it was meant to have a 'workshop' type feel. but, never the less nice work:jumpy: :jumpy:

Post by GraySho // Apr 27, 2006, 8:17am

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At this level of reflectivity I expect to see at least a few fingerprints of the guy who put it there :D


The smoothed version looks much better, but the new and shiny look doesn't fit to the rest of the scene IMO.

Post by rchappell // Apr 27, 2006, 8:25am

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Total Posts: 114
Yes I agree it needs some attention regarding the texture. It is the model I really want to assess at this stage as I will need to sort out my face-painting problem. I think the rounded edges will be more pleasing to the eye once I lose the shinyness.


I also sneeked a spirit level into the scene which needs a bit of dirtying up etc.

Post by hemulin // Apr 27, 2006, 9:20am

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I agree with just about everyone else.

Is that a bubble I see in the spirit level?:) - very detailed if so

Post by rchappell // Apr 27, 2006, 12:04pm

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Total Posts: 114
Thanks Hemulin - Yes there is indeed a bubble in the spirit level and I resisted the temptation to make it level. I wasn't sure how it would work since it is bubble inside a glass tube inside a transparent plastic cover. I need to dirty it up a bit though.


Too much work to do and too little time ...

Post by stoker // Apr 28, 2006, 2:18am

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I dont no whether this was intentional Richard but the stanley knife.....the actual blade is neither in of out (kind of half way....:) )


Apart from that liking it alot....:D :D


Looking forward to seeing your next image if you decide to dirty certain tools up as this would give it much more realism as at the moment it looks a bit 'too real':) :) ;) ;)

Post by rchappell // Apr 28, 2006, 7:57am

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Yes Mark the stanley knife blade is only just-out. This allows me to position the top push-button along the slide slightly rather than at either end. I may put a loose blade in the scene as well later on. I am currently still modelling and texturing but time is tight just now. I will post soon but I doubt if I will have fully dirtied everything up by then. Here is the spanner again with the rough surface. I still have to add scratches and change the gripping part of the blades as well as the inside part that slides but I think the handle looks better with this texture. What do you think?

Post by Johny // Apr 28, 2006, 8:36am

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Nice works, just feel it's rather shine ;)

Post by hemulin // Apr 28, 2006, 9:52am

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It must be one of those new special metal-plastic hybrid wrench's :-)

Post by stoker // Apr 28, 2006, 11:17am

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Yes Mark the stanley knife blade is only just-out. This allows me to position the top push-button along the slide slightly rather than at either end. I may put a loose blade in the scene as well later on.
Ahh.... that was the reason.

I am currently still modelling and texturing
Your modelling seems to be very good and the texturing seems to be coming along nicely.....no scene has excellent top class texturing right from the first render even if the modelling is all done and up to scrathc:D ;)

Here is the spanner again with the rough surface. I still have to add scratches and change the gripping part of the blades as well as the inside part that slides but I think the handle looks better with this texture. I really like the texturing job you have done on the spanner. You sem to have got the bumbs on it just right.:) When you get round to putting the scrathces this should look great.


i also look forward to seeing other objects that will be tweaked and altered to give you your final result which will hopefully be another fantastic image.:jumpy: :jumpy: ;) ;)

Post by Dallas68 // Apr 29, 2006, 5:41am

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wow...


fantstic the difference from the first one to this current pic is great!!


i would personally want the "balancer" whatever its called to have a brighter plastic or glass tubing so you can see inside it ( bubble so on ) and it could be striking?


:jumpy:

Post by xmanflash // Apr 29, 2006, 6:13am

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Yes Mark the stanley knife blade is only just-out. This allows me to position the top push-button along the slide slightly rather than at either end. I may put a loose blade in the scene as well later on. I am currently still modelling and texturing but time is tight just now. I will post soon but I doubt if I will have fully dirtied everything up by then. Here is the spanner again with the rough surface. I still have to add scratches and change the gripping part of the blades as well as the inside part that slides but I think the handle looks better with this texture. What do you think?


Oh Man - the more I look at it the more that spanner is becoming an optical illusion, the far end is bending up!!

Post by rchappell // Apr 29, 2006, 8:32am

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Total Posts: 114
wow...


fantstic the difference from the first one to this current pic is great!!


i would personally want the "balancer" whatever its called to have a brighter plastic or glass tubing so you can see inside it ( bubble so on ) and it could be striking?


:jumpy:


I know what you mean. The bubble is difficult to see but I fear I may need to sacrifice that for the sake of the scene. Once I start messing around with depth of field it will blur into the background. Anyway, I may play around with different views once I have the scene together and that may give me the opportunity to make it more prominent. I guess it is a dilemma that we often face. I mean I quite often see a beautiful car which has been modelled flawlessly yet the most impressive render is just a wheel hub!

Post by rchappell // Apr 29, 2006, 8:33am

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Total Posts: 114
Oh Man - the more I look at it the more that spanner is becoming an optical illusion, the far end is bending up!!


I need to address this - You're right it looks incorrect.

Post by rchappell // Apr 30, 2006, 11:51am

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Total Posts: 114
I can't remember everything I have done since I last posted but the obvious things are the nuts, bolts and screws. I have also dirtied up the spirit level although it is difficult to see becasue of the DOF. I feel like I'm getting near now.

Post by rchappell // Apr 30, 2006, 11:54am

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Total Posts: 114
I have had to add the screws in as a post render as I keep getting a fatal error if I render them within the scene. Here is a close-up. The problem is their size. I have already used the polygon reducing tool once but they are still way to complex for their scale in the final scene. Does anyone know a better way of modelling screw threads?
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