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Topic : "The 3d thread" |
durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Mon May 28, 2012 10:49 am |
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samhell your (very cool) GENESIS panel reminded me of this (below).
Oi.
lol, it's also a good reminder that not everything needs to be detailed (in a
ground campaign (PG) the biggest challenge is local geography and, uh, water
(eek) - which is partly why I chose a desert scene (above)). This was a needed
exercise and great inspiration to keep going (kicked it up a notch): I can do
better - and still faster, I see now.
whom, that's cheating - disgraceful!
Actually your very quick reply (to the mountain ridges question) spurred me to
keep going (see doubt, above).

Last edited by durgldeep on Tue May 29, 2012 3:09 am; edited 1 time in total |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Mon May 28, 2012 8:48 pm |
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Hmmm, think I figured out lighting in Blender. Except for the mystery
light directly above the figure - whom, any idea what that is? It isn't a light
that I added (started with a fresh doc, just to be sure)...
Oh, never mind I got it - it was a light that I added.
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Tue May 29, 2012 7:38 am |
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durgldeep wrote: |
whom, that's cheating - disgraceful!
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lol what did I do this time?
Nice to see you keep going with Blender. hmm you know I just used Cycles now again and this time it felt more quick, hmm strange stuff...
I keep messing around with Bmesh, feels almost like carving. Realized some things about smoothing when I did this engine here. Might do a more serious project once I have figured some things out....
Engine:
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Tue May 29, 2012 3:45 pm |
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whom wrote: |
Nice to see you keep going with Blender. |
Wanted to figure out lighting at least - how long have I been moaning
about that? imo the startup/splash should be a giant *F12*!
WARNING: you won't see a goddamn thing unless you *render* the scene
- F12!
Anyhoo, don't think I'll be building anything in Blender any time soon. Like
the tyre (upthread), Sketchup is way faster. If it's still true that quads are
better/faster in Blender, import/'convert to quads' is an awesome tool:
Edit mode/Mesh/Faces/Tris to quads
Tried converting the figure (above) to quads. Worked surprisingly well.
Come to think of it, we should do a Blender tutorial Sijun style (graphics
intensive) - or *you* should do a tutorial, whom - how did I get dragged
into this?
The really confusing thing about Blender Help is they never mention
general *location* of the buttons/settings - far too needle-in-a-haystack
for beginners (like me). Just noticed that even colour must be turned
on/adjusted manually: disconnect compared to Sketchup/Sculptris. This
might be the main reason people give up (blindsided)?
Onward!
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Oh: very cool 'restrained' look/design to those engines, whom.
---------------
"Cycles"? "Bmesh"? Jagon, jargon, jargon - you could write for Blender
Help?  |
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Wed May 30, 2012 1:06 am |
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durgldeep, I bet you are more advanced than me these days, I don't import or export as much as you so I must admit that I am kind of lost when it comes to that myself. I think they are building support for tris in the upcoming versions though if I'm right.... there's some guy who's been experimenting with the same buildup as Sculptris but in Blender sculpting. ...ok wait gonna see if I can find the article... Ah yea here it is, dynamic topology like in Sculptris, would fit you like a glove I think if you wanna import sculptris sculpts:
http://code.blender.org/index.php/2011/10/dynamic-topology-sculpting/
...Sculptris is just better when it comes to texture painting if you ask me, hence why I keep doing quick stuff in Sculptris.
I think some things in Blender looks more difficult than what it is. Some others don't I guess, posing is the worst and I keep myself from doing it lol. Not a good way to learn I guess.... lmao.
Too time consuming though.... |
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Wed May 30, 2012 1:17 am |
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Btw have you been messing around with Remesh Modifier? Should be useful for pyramids.
This is the same shape and then just remesh applied to the right:
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Wed May 30, 2012 5:39 am |
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samhell, before I start fiddling again (which messed up the foreground, as u
can see), here's a quick idea that might work for overpaint: blocked colour
should be good for reference points, yes? Vertex paint (in Blender) is also
doable but that might be overkill?
Not sure how many mountains you want visible in the shot but of course this
bunch can be tiled in SU. Have stretched them vertically and doubled the
triangle count - can't leave it alone. Still finding my feet in this terrain stuff -
and it is awesome fun.

Last edited by durgldeep on Wed May 30, 2012 8:54 am; edited 1 time in total |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Wed May 30, 2012 8:05 am |
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whom, interesting article. Seem to recall the quad versus triangle issue is
important mostly for animations? I might do rigging but have no plans for
animating - or I guess we'll see (in the long run).
If you mean "posing" figures/creatures, that can be very time consuming,
yeah. I've only done a couple experiments (one of them that monkey, a while
back). Seems easier to build the figure in pieces, pose it, then join vertexes
between the various parts (rather than adjust and readjust a figure that's all
one piece).
I have plans for that, uh, 'guy' (above) - I don't know what he is, lol. Ogre, I
guess. Get him an armchair, some books - something like ZM's post. Clothing
will be the real challenge [cringe].
That remesh is pretty cool - and pyramids are always cool.
-----------------
Afterthought re import/export: I guess the point is to match
interest/talent with any part of a program that works for us. If our best
tools (our total strength) are spread between several different programs,
so be it - so we work in a *suite* rather than a room. 
Last edited by durgldeep on Thu May 31, 2012 2:42 am; edited 1 time in total |
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samhell member
Member # Joined: 12 May 2007 Posts: 310 Location: Hellsinki
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Posted: Wed May 30, 2012 11:33 am |
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Durgledeep, Whom, awesome stuff going on here! ^___^
@durgledeep: That latest render of the mountainscape looks fraking stunning!
Made me immediately think of an shot like this:
Unfortunately I already went on and finished the panels for the story where
I needed the mountain reference. It turned out that the messed up
thing I created on sculptris was enough since I painted over it heavily.
That being said and getting back to the picture above, I'd love to do collaborative piece based on those mountains someday. A sleek jet-thingy on the foreground, a wide open vista of mountains with maybe a huge spaceport or such looming at the horizon? LOL, maybe a pyramid in design?
I think that would be funky...  |
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ZM member
Member # Joined: 09 Apr 2010 Posts: 110 Location: Paris, France
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Posted: Wed May 30, 2012 1:39 pm |
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Everybody here seems really into mountains and terrain ^^
A quick little thing I've done testing out zbrush tiling capabilities
I started by following this tutorial but the unwrapping part of seemed a bit too complicated, so I did it my own way
Not really that beautiful but i'm happy with for such a small amount of time spent on it
whom wrote: |
This is the same shape and then just remesh applied to the right:
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Love it ! I wonder how can I achieve the same effect in 3ds max
It could amazing to use for making stairs or bricks or something like that  _________________ http://astroukoff.blogspot.fr/ |
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Sumaleth Administrator
Member # Joined: 30 Oct 1999 Posts: 2898 Location: Australia
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Wed May 30, 2012 11:00 pm |
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ZM I like that, it looks like a lava field.
samhell, no worries. Glad it worked out.
"Vista" was my next stop anyhow (coincidence). The ridges felt squeezed and
unnatural, need elbow room...
Blender opens up a lot more possibilities - and whom you're right that some
things in Blender are also *easier* than they might seem.
Here's a test (below) that covers a lot more ground. Same process: two
planes; mess up the top one, intersect the two, and follow/define ridges. Still
not clear on design (should study some reference) but should work.
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Thu May 31, 2012 3:09 am |
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Speaking of that monkey, here's another experiment from page 3. Sculptris;
increasing and then decreasing the face count eroded the edges - much more
interesting when lit.
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Thu May 31, 2012 3:21 am |
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Sumaleth wrote: |
That's cheating! |
lol, well I am getting older you know.  |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Thu May 31, 2012 4:04 am |
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Huge issues with this conversion (from SU). Dunno what's up with that.
Okay I'm done flooding.
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samhell member
Member # Joined: 12 May 2007 Posts: 310 Location: Hellsinki
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Posted: Fri Jun 01, 2012 9:12 am |
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LOL, yes! We just looooove mountains!!
Durgledeep, I went through the workflow once that you posted earlier. The results were pretty damn good. A big thank you for sharing that.
Here's the image after importing to SU:
And here's the finished product:
In short, I owe you a beer or two.  |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Fri Jun 01, 2012 4:40 pm |
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samhell wrote: |
LOL, yes! We just looooove mountains!!  |
Not sure I like the sound of that - samhell speaks for himself.
samhell those, er - seeing that terrain really made my day. Pretty
damn good indeed. The finished panel looks great. Glad that method was
useful.
I started what was meant to be a very quick sculpt, it evolved into this
marathon (still wip). Got a better understanding of how to handle edges.
One new trick (if only new to me): larger triangles collapse faster than
smaller ones (at least when using inverted inflate). If anyone's interested
(again, it's not everyone's cup of tea): using a small inflate brush, mark a
corner/ridge with a much thinner line of smaller triangles, then run a larger
(and inverted) inflate tool along the edge. In this case it worked too well, I
had to soften some edges and some are still a bit too sharp (I see now).
Onward.

Last edited by durgldeep on Tue Jun 05, 2012 5:17 pm; edited 2 times in total |
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Sun Jun 03, 2012 3:03 am |
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Awesome guys.
flashlight, 1 hour
(Made for practise and for my speed modelling thread over at cgsociety) Feel free to join the activity that I am doing overthere if you want guys, I can post you the link if you want?
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Sun Jun 03, 2012 4:33 am |
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whom wrote: |
Feel free to join the activity that I am doing overthere if you want guys |
Never!
Took a look at cgsociety a while back - and again just now. Not my style but
thanks for offering. Cool flashlight.
Now every time I start something in SC (Sculptris) it turns into a marathon.
Candy factor is too high? Have also discovered that converting SC meshes to
Blender meshes is a snap, even manually (never mind "tris to quads" (above)).
Might be 'switching' to Blender sooner than later. 
Last edited by durgldeep on Wed Jun 06, 2012 4:29 am; edited 1 time in total |
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Sun Jun 03, 2012 7:31 am |
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thanks durgldeep. That's a real nice pelvis by the way...
I made an experiment with displacement "clouds" settings and then added a texture of mountains on top of that. I guess it could be used for painting if one wanted that....
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Sun Jun 03, 2012 12:38 pm |
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whom those mountains are incredible, very 'other worldly' (in the alien
world sense). To me the bottom one half looks like a painting already,
though not exactly painted. I think the reality/unreality look/mix makes
it... like it's part of a remote story on a remote world (where natural laws
are somehow different?).
After staring at it for a bit, it's also troubling... which I guess is part of the
hook/effect/appeal. I like it.
2.61 crashed three times in a row - joy - downloaded 2.63a (can't be any
worse? hehe). Am doing a first piece (a figure) the 'wrong' way, the hard
way so any problems with method will show themselves... Apparently
Blender doesn't like Sculptris .obj files, ie. won't preserve groups even
when "groups" box is ticked... Also accidentally enabled snapping, spent
half an hour trying to figure out wtf...
Just like old times, *sigh*.  |
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Tue Jun 05, 2012 11:39 am |
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you know all those constant updates of blender is real annoying, I might pass the next one depending on what kind of update that it is. cycles is working better for me now. Appreciate the comment there btw durgl, thanks again.
speedpainting thread is really on life support these days, weird as it used to be the most lively place to be in this place. We guys better stick to the 3d thread right?
tree without leaves, 1 hour ( for my speed modelling thread over at cgsociety)
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Tue Jun 05, 2012 6:33 pm |
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Speedpainting thread - only 39,000 more posts and we can overtake them!
I'm game.
Again I've got nothing to show tho have made progress. Discovered
vertex groups (grouping problem solved) - and weighting too (basic form of
weight paint).
Editing SC (Sculptris) meshes in Blender is way easier than building from
scratch (in Blender). As an exercise, started converting the pelvis (above)
into a nice tidy Blender mesh: tris to quads then clean up. Then realized
the chaotic quad mesh is perfect for vertex paint, ie. tiny spots of colour
(as I plan to do) will never fall in a straight line.
Understanding pelvis shape *transformed* the figure/anatomy I'm doing:
modeling on top of a basic pelvis shape I can see my previous (glaring)
errors. Scapula/clavicle next - didn't want to do a whole skeleton but
maybe can't avoid it.
Nice tree - and nice coincidence: been thinking I need a break, maybe do
a simple tree scene in SU. otoh there's a sense of urgency in knowing that
Blender is workable...
If it takes over my life, I know who to blame.
--------------------
Guess I can add something (lest I start talking in jargon, hmmm). For
working with multiple Sculptris objects:
1. import from Sculptris and switch to Edit Mode
2. select single vertex (in any one 'group') and press L key
3. all vertexes are selected; press A key to deselect (all)
Grouping is a bit more involved (but not much more):
http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Vertex_Groups
[Edit: pasted the wrong link (above), 2.4 - now changed to 2.6]
This model is mirrored (different subject).

Last edited by durgldeep on Fri Jun 29, 2012 5:52 am; edited 1 time in total |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Thu Jun 07, 2012 7:27 pm |
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Tested myself re pelvis (below) - and failed (had to use reference again).
Surprise, clavicle is harder (partly due to huge variety of reference?).
Main discovery: u have to pick ur battles, ie. what level of detail/accuracy u're
aiming for...
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Nide member
Member # Joined: 20 Jul 2009 Posts: 477 Location: Banks of the Styx
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Posted: Sat Jun 09, 2012 1:58 pm |
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nice !
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Sun Jun 10, 2012 2:13 pm |
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Nide, which program? Or is quads always Blender - nfi.
*Nice* indeed (might be understatement, heh).
Otherwise the skeleton discovery tour continues - will need a rubber room
after this...  |
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ZM member
Member # Joined: 09 Apr 2010 Posts: 110 Location: Paris, France
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Posted: Sun Jun 10, 2012 3:36 pm |
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whom wrote: |
you know all those constant updates of blender is real annoying, I might pass the next one depending on what kind of update that it is. cycles is working better for me now. Appreciate the comment there btw durgl, thanks again.
speedpainting thread is really on life support these days, weird as it used to be the most lively place to be in this place. We guys better stick to the 3d thread right?
tree without leaves, 1 hour ( for my speed modelling thread over at cgsociety)
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wow I totally missed that, AWESOME !
I'm working on a enviro, still a heavy WIP
Based on this concept piece
Lots of placeholders (the big red cyclinder, or the white boxes)
details of some props here
I was doing some experiments, and found that a night time scenario could be nice, It does have a little bit more personnality
 _________________ http://astroukoff.blogspot.fr/ |
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Sun Jun 17, 2012 6:40 am |
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ZM, I assumed that remesh modifier was incorporated into 3dMax? I only know the older versions when it comes to 3d max..... Maybe it is only a blender plugin, works well though.
Nice environments, thanks for the comment. Trees are really time consuming if one wants detail
I made a theme over at cgsociety this week, the items are bathroom stuff. Feel free to post some if you have.
hand basin, 45 minutes (no tap as of yet....)
I had the tap as an item in the list, ...ah nevermind don't need to ramble about that here I guess lol. |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Mon Jun 18, 2012 1:24 am |
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ZM nice, lot of work there...
whom I once did a bathroom in Sketchup, lol, was terrible so I best not show it.
Nice clean work as usual, cool.
First pass on the feet; copy/pasted the toes just to get it done; not standing
flat (obviously?). Various references, which makes it a real challenge (huge
variety between skeletons/examples, as above).
Onward.
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samhell member
Member # Joined: 12 May 2007 Posts: 310 Location: Hellsinki
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Posted: Mon Jun 18, 2012 3:48 am |
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ZM, just a suggestion. How about adding some warning signs, loading dock signs + the usual you would find on a hardware/storage area like that?
something like:
Also, maybe a ladder or two would be nice? The reason why I'm saying this is that this scene gives me heavy FPS-vibes and I think some hint at vertical movement possibilities might be cool for the scene if it really is a game concept?
Durgledeep, Whom, good stuff! I'll try to catch up again with some 3d work soon! |
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