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ZBrush2 TriBeast in trueSpace7
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.
ZBrush2 TriBeast in trueSpace7 // Work in Progress
Post by Steinie // Jul 30, 2006, 2:03pm
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Steinie
Total Posts: 3667
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I know this was a quick render but three things caught my eye to watch out for. The beast is loosing detail in the shadows. The sword is getting lost in the branches. The lower branch pointing downward and to the left draws the eye in the wrong direction. Plus it looks like it stabbed the rider!
Just a quick fyi.
Keep it coming I love it! |
Post by Alien // Jul 30, 2006, 2:15pm
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Alien
Total Posts: 1231
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Yep, I've thought about that, and when I was young (the time when we had to have multiple boots in DOS using config.sys and autoexec.bat to get different programs and games to start) I might have tried it...but now I'm old (and lazy:o ) and wait until I can afford to buy new 64bit computer with everything installed and working. ;)
You can get dedicated progs to handle that stuff automatically for you nowadays. Infact, I think if you just installed XP 64 on the same machine as your XP 32 installation it would do it for you, & when you went to boot up you'd just get a choice of which 1 you wanted.
Did a "quick" render of the tree in context:
Looking good. :cool: |
Post by Shike // Jul 30, 2006, 2:28pm
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Shike
Total Posts: 511
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I know this was a quick render but three things caught my eye to watch out for. The beast is loosing detail in the shadows. The sword is getting lost in the branches. The lower branch pointing downward and to the left draws the eye in the wrong direction. Plus it looks like it stabbed the rider! Keep it coming I love it!
Thanks!
Ah, you've noticed the problem areas ;).
Yes, the tree branches are problematic...and I might change the stabbing branch so that it points away..into the picture so to speak.
I'm also planning to add DOF to give the branches some depth.
The dark areas of the triBeast will be lighter when I go back and change it's textures, and I might turn of shadow casting for the ground, so that the Paris11 HDRI can cast light from below...or add a fill light. We'll see. :D
Looking good.
Thanks :D |
Post by Shike // Jul 31, 2006, 10:07am
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Shike
Total Posts: 511
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Ah, the memory requirements are lower with procedural shaders...but it's slooooow! But to get this amount of detail with a texturemap wouldn't be easy.
In the enlarged window you can see that it doesn't hold up for close inspection, but I think it looks ok in the full render.:rolleyes:
1976
This is the Darktree structure of this shader...and I think it's even more complex than the ground for the Pregnoid render.
1977
Also did a quick test with DOF. (render depth to PSD and then use PSCS2 lensblur)
1978
I think it helps with separating the tree from the Rider but technically...if a photo (hm, who brought a camera to this planet?) where taken in such a strong light, the blur would hardly be notisable.
Now it just makes it look like a small model photografed with macro....:p |
Post by Shike // Jul 31, 2006, 7:17pm
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Shike
Total Posts: 511
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Tree changed and twisted a bit...looks more like the original concept now.
1980 |
Post by brianalldridge // Jul 31, 2006, 7:37pm
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brianalldridge
Total Posts: 397
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Nice looking tree, to answer the riders question, he's keeping an eye on his flocks :D |
Post by MadMouse // Jul 31, 2006, 10:09pm
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MadMouse
Total Posts: 1069
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Looking great Lars. What lighting are you using??? Is it still Paris HDRI if so how many samples??? |
Post by splinters // Jul 31, 2006, 10:19pm
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splinters
Total Posts: 4148
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Your picture suggests to me that a spaceship has crashed nearby and I can imagine a stream of smoke drifting across he image from the left...might add a bit of mystery...:D |
Post by MadMouse // Jul 31, 2006, 11:26pm
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MadMouse
Total Posts: 1069
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OOOooo yeah I like that idea. Nice one Paul :D |
Post by hemulin // Aug 1, 2006, 8:16am
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hemulin
Total Posts: 1058
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Just imagine playing UT with these models as a matter of fact your tri-beast looks a bit like a nali-war-cow. Hmm, in answer to his question, a piece of pie. |
Post by spacekdet // Aug 1, 2006, 8:31am
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spacekdet
Total Posts: 1360
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It's looking for it's pants?
Talk about 'saddle-sore'.
Carry on! |
Post by hemulin // Aug 1, 2006, 8:34am
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hemulin
Total Posts: 1058
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It's looking for it's pants?
Talk about 'saddle-sore'.
Carry on!
Is he not sitting on a spike, painful! |
Post by trueBlue // Aug 1, 2006, 8:51am
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trueBlue
Total Posts: 1761
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Looking really great Shike! He looks like he is looking for tS7.5 to me. ;) |
Post by Shike // Aug 1, 2006, 9:50am
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Shike
Total Posts: 511
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Thanks y'all ! :D
@MadMouse:
Yep, its a small 800x400 version of Paris11. It has a good light direction (which I altered slightly by using offset in PSCS2), a blue skye and since it has a brownish bottom part and I turned of the grounds shadowcasting it kinda simulates lightbounce :)
Light&Refl-Strength 1.8, Saturation 0 (=normal color for Lightworks), Samples 100, Raytraced shadows with 0.6 noise.
Still it rendered pretty fast before Darktree procedurals...now a fullscreen render takes about 15-30 minutes...which isn't that bad unless you're as inpatiant as me ;)
@Splinters:
It could be relatives to Parvas UFO-pilots...a species that master interstellar travel...but not landing ;)
@spacekdet & hemulin:
It might be :) ...he has been complaining about the lack of saddle for a while...has to make one for him soon..along with pants ;) |
Post by Rareth // Aug 1, 2006, 9:59am
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Rareth
Total Posts: 149
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wow its coming along great.! I am just in awe at the talent I see on these forums.. |
Post by Shike // Aug 1, 2006, 10:02am
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Shike
Total Posts: 511
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Thanks Rareth! :D
I'm thinking about doing a "W!ZARD" and put in an old project of mine into this scene:
1985
I think I did this critter in 2002...was it ts5 or ts6...don't remember :confused: (might have started in ts5...and moved on in ts6?)
It's pure trueSpace subdivision and also the only project where I've used bones...to be able to bend the legs.
Unfortunately the bones (of course) cause problems...when I load the scene all the legs go back to the place they where when they where created (?)..:(
I do vaguely remember some workaround regarding animation and keyframes...otherwise I'll just position the legs and delete the bones. |
Post by Shike // Aug 1, 2006, 11:07am
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Shike
Total Posts: 511
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1986
Hm, I've been able to record the leg positions in frame 1....now to figure out how to get thoose positions to 0.
Sigh...looking foward to tS 7.5 ;) |
Post by Shike // Aug 1, 2006, 11:49am
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Shike
Total Posts: 511
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Ahh, I give up. :(
Instead of wasting more time on bones, I'll export the ground to the Tick-scene, scale and position everything, then delete the stupid bones and save the Tick to library and insert it into Tribeast scene *takes deep breath* :p
This is just a quick test of how Tick looks in the scene (and testing that library save works when bones are deleted) ...and I kinda like it, but I need to position it better and make the legs connect properly to the ground.
1987
It's about time the Tick gets a home...when I created it I had the same plan as with the Tribeast: composite in photo.
Same problem occurred then, that no photo matched the textures of the creature, and I started to create an environment...but got bored and killed the project :rolleyes: |
Post by chrono // Aug 2, 2006, 11:13am
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chrono
Total Posts: 0
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Yep, that sucks and it's only been around since version4.3! :D
So are you tempted to do a quick remodel of your tick and put it through Zbrush? ;) |
Post by Shike // Aug 2, 2006, 12:15pm
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Shike
Total Posts: 511
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Yep, that sucks and it's only been around since version4.3! :D
So are you tempted to do a quick remodel of your tick and put it through Zbrush? ;)
Nah, it's already too many polygons in the Tick since it's just going to be a small prop in the corner ;)
( the shell and back still has subdiv layers...but for the legs I apparantly extracted the final mesh before attaching the bones..)
However, I'll probably do some finetuning to the textures and bump, but since the UV-mapping (UV-cow) was simple I can do that in PShopCS2.
On another note...
Havn't been doing much tS "today" because I have a serious problem:
My old 21" crt is starting to go bye-bye :mad:
It flickers when first started and warming up and even if I have the brightness to zero I don't reach complete black.
I've spent hours fiddling with the NVIDIA settings for gamma and color balance, and finally got something that resembles what I get when I use the printer.
Getting tired of these problems, so I've just placed an order for a flatscreen :D
Now the problem is that my online bank keeps getting technical errors when I try to pay for it...AAAARGH :mad: |
Post by mrbones // Aug 2, 2006, 1:19pm
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mrbones
Total Posts: 1280
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Try this,
Slide the anim slider(doublesided black arrow) back to 0 and record a frame, then save.
Tick should reload without the blow ups...
Cheers
1986
Hm, I've been able to record the leg positions in frame 1....now to figure out how to get thoose positions to 0.
Sigh...looking foward to tS 7.5 ;) |
Post by chrono // Aug 2, 2006, 2:16pm
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chrono
Total Posts: 0
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The only monitor you'll ever need. :D |
Post by Shike // Aug 2, 2006, 8:18pm
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Shike
Total Posts: 511
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Try this,
Slide the anim slider(doublesided black arrow) back to 0 and record a frame, then save.
Tick should reload without the blow ups...
Cheers
Thanks for the tip, but nope, I can't get that to work either. :o
I think that part of the problem is that the bones where attached in ts5.
(wasn't it something that changed between 5 & 6 that caused problems with older bones and the pyrocluster plugin?)
The other problem is of course my incompetence with everything animation-related ;)
The only monitor you'll ever need.
Aw, come on..have you used photoshop to scale up a normal monitor? :D
That has to be 24" widescreen?? It's huge :banana:
I only ordered a 19"...which should give me approximately the same workarea as my current 21"crt.
And since it's native resolution is 1280x1024 which is what I prefer in games, it fits my needs.
(but if I win the lottery, I'll get a huge one ;) ) |
Post by Shike // Aug 2, 2006, 8:22pm
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Shike
Total Posts: 511
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Made some changes to the ground-shape (and lowered it's polygon amount)
and experimented with rocks to give the tick a habitat.
(the rocks could of course also be a marker for a lookout post...)
2005
Also reworked the handpainted background a bit.
Note:
The ground-res lowering and transfer to procedural materials
compensates the addition of the Tick.
When I render this, ts7 only needs 1.08Gb memory. Well within limit :D |
Post by GraySho // Aug 2, 2006, 8:41pm
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GraySho
Total Posts: 695
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You've really made some good progress while I've been offline the last 3 weeks. The procedurals look really good, rendertimes are worth it. Just an idea, it would add something to the scene, if the tribeast would be looking at the tick with a defensive, nervious pose. Maybe the tick stretching out it's "forelegs". That would require working with bones again of course, a little bit risky (I have bad experiences as well). The background could be a bit blurry to suggest DoF. Can't wait to see it finished. :cool: But following the progress is quite interesting. |
Post by Shike // Aug 2, 2006, 8:53pm
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Shike
Total Posts: 511
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You've really made some good progress while I've been offline the last 3 weeks. The procedurals look really good, rendertimes are worth it. Just an idea, it would add something to the scene, if the tribeast would be looking at the tick with a defensive, nervious pose. Maybe the tick stretching out it's "forelegs". That would require working with bones again of course, a little bit risky (I have bad experiences as well). The background could be a bit blurry to suggest DoF. Can't wait to see it finished. :cool: But following the progress is quite interesting.
Thanks! :D
Well, I've been thinking about making the Tribeast eye look down on the Tick, but the TriBeast won't change position unless ts7.5's bones can handle heavy meshes in a good/easy (remember, I'm stupid on that area ;) ) or if ZB2.5 is released (it's supposed to get some skeleton funktions?)
The Ticks position will be changed though (currently some legs goes deep into the ground :o )
DOF will be added in the end, don't worry :D |
Post by Gavelsnodd // Aug 3, 2006, 1:38am
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Gavelsnodd
Total Posts: 18
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It looks great. I think you should lower the groud a bit so the roots is at least partly visible.
and that blasted tick, I had a night mare last night about spiders and i think its becaus of your tick. :( |
Post by brianalldridge // Aug 3, 2006, 4:35am
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brianalldridge
Total Posts: 397
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I like the additions of the rocks, it makes the characters and the background blend better IMO |
Post by stan // Aug 3, 2006, 4:51am
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stan
Total Posts: 1240
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looks great Shike.. one thing lacking though is the bridle, you have the bit the beastie bites on to but nothing else to keep it on it's head or in it's mouth..;) .. |
Post by spacekdet // Aug 3, 2006, 5:07am
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spacekdet
Total Posts: 1360
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The only monitor you'll ever need. :D
If it's the only one you need, why are there two?
You know, just askin'.
The 'tick' is indeed nightmare producing...let's hope the tribeast puts those heavy hooves to good use. |
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