|
|
Lothissen Project
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.
Lothissen Project // Work in Progress
Post by jayr // Aug 1, 2007, 10:21am
|
jayr
Total Posts: 1074
|
Thanks 3Dviz Dude, i was having a lot of trouble doing the hood in nurbs, that method looks quite clean. The guy modeling it looks like a wizard who likes to work out a lot! |
Post by 3dvisuals dude // Aug 1, 2007, 10:30am
|
3dvisuals dude
Total Posts: 1703
|
Thanks 3Dviz Dude, i was having a lot of trouble doing the hood in nurbs, that method looks quite clean. The guy modeling it looks like a wizard who likes to work out a lot!
Glad I could help, just sorry I took so long to do it!
Yeah, the Model is one of those "California-type wizards....", that's why I live out here in Arizona... far far away.;)
- 3dvisuals dude |
Post by Ambrose // Aug 1, 2007, 11:47am
|
Ambrose
Total Posts: 261
|
Simple as it is.
Big thanks to you 3dDude.
I'm very greatful for this community to show stuf like this of to other fellows.
Keep it up as usual 3dDude!
SeYa/Ambrose... |
Post by W!ZARD // Aug 1, 2007, 11:41pm
|
W!ZARD
Total Posts: 2603
|
The guy modeling it looks like a wizard who likes to work out a lot!
Wizards never work out - they are always exactly the shape they intend to be!
I'm a wizard and I'm in shape - 'round' is a shape!
Fact: Wizards simply don't do 'working out'. Can you imagine Dumbeldore on an exercise bike? Or Harry Dresden swimming laps? Or Gandalf doing Pilates? :D |
Post by jayr // Aug 2, 2007, 1:49am
|
jayr
Total Posts: 1074
|
Hey gandalf is pretty handy with Glamdring, he must to some practicing, but then i can't imagine Raistlin hitting the weights, i suppose they'd just cast levitation spells to do it for them. |
Post by jayr // Aug 7, 2007, 7:08am
|
jayr
Total Posts: 1074
|
Haven't finished the head model yet (i know, it's taking me forever) so i'm posting a concept drawing for one of the buildings. It's kind of a pagan monastery where one of the characters stays for a while...
http://www.lothissen.co.uk/elmlay001.jpg |
Post by Dragneye // Aug 7, 2007, 8:49am
|
Dragneye
Total Posts: 602
|
Very nice project Jayr. It's comin' along great. :)
PS: thanx 3dvis for that mini lesson also. |
Post by jayr // Aug 7, 2007, 12:18pm
|
jayr
Total Posts: 1074
|
This is as far as i've got with the head, i want to finish the modelling on it this week. Once i've got the mouth and ears on i'm going to use it as a base head and alter it to make the others. Any hint anyone can give me on how it going/ what to improve would be great, the forehead is still a bit 'herman munster' but that will be getting altered. I'm following Nowherebrain's tutorial for this:
http://www.lothissen.co.uk/headfront.jpg
http://www.lothissen.co.uk/headside.jpg
http://www.lothissen.co.uk/headper.jpg |
Post by Jack Edwards // Aug 7, 2007, 11:58pm
|
Jack Edwards
Total Posts: 4062
|
Good job Jayr :)
The head's still a little boxy around the top of the forehead and sides, but that'll likely get fixed when you work the ear detail. You've got something funky going on with the SDS on the chin. From the angles you showed the low res cage looks fine, so I'm not sure what's going on there.
BTW, beautiful sketch for the building. I like the design too.
-Jack. |
Post by jayr // Aug 8, 2007, 2:21am
|
jayr
Total Posts: 1074
|
Fixed that weird sds thing, no stray vertex was showing up but when i applied sds and went to edit mode it looked like one had 'slipped' over. I deleted it, reconected the lines and now it looks nice and clean when i sds it:
http://www.lothissen.co.uk/Head2.jpg |
Post by Jack Edwards // Aug 8, 2007, 4:29am
|
Jack Edwards
Total Posts: 4062
|
:) Much better.
Don't forget to round out the head as you add the ear geometry. ;)
-Jack. |
Post by Steinie // Aug 8, 2007, 4:56am
|
Steinie
Total Posts: 3667
|
One thing I noticed was the nostrils. Drop a straight line down from the inside of each eye tear duct to find the approximate placement of the nostrils. Looking good. |
Post by jayr // Aug 8, 2007, 9:38am
|
jayr
Total Posts: 1074
|
Nice catch Steinie, altered it now:
http://www.lothissen.co.uk/Head3.jpg |
Post by jayr // Aug 14, 2007, 7:44am
|
jayr
Total Posts: 1074
|
just finished a rough for one of the buildings for this (also going to be used in the Imersive Environments comp):
http://www.lothissen.co.uk/kingshouse.jpg |
Post by 3dvisuals dude // Aug 17, 2007, 1:35am
|
3dvisuals dude
Total Posts: 1703
|
just finished a rough for one of the buildings for this (also going to be used in the Imersive Environments comp):
http://www.lothissen.co.uk/kingshouse.jpg
Y'know Jayr, your elevations here are just killer, I admire your skills and eye for lighting a great deal, seriously.
As for using this in the 1st Immersive Environments Competition this will be awesome to work with, a really great choice.:D
The possibilities in this concept for easily adding very cool interactivity to it are also great!
I would have responded to this sooner but didn't see it yet in it's own new "1st Immersive Environments Comp. Entry" thread (which I was watching for, maybe others are too;) ) but this is really great and I can't wait now to see where you go with it!
Excellent design and execution.:)
- 3dvisuals dude |
Post by btspro // Aug 17, 2007, 6:59am
|
btspro
Total Posts: 45
|
Hay jayr have you thought about instead of using real world textures using water colors or graphic markers and do your textures instead. I think that would look different from other peoples work and it is clear that you have the skills. |
Post by jayr // Aug 17, 2007, 8:59am
|
jayr
Total Posts: 1074
|
Thanks 3Dvisuals Dude :o it's just basic perspective stuff really and i'm only just getting the hang of the markers. An art shop by mine is selling them off for £2 insted of £5 each :D
Hay jayr have you thought about instead of using real world textures using water colors or graphic markers and do your textures instead. I think that would look different from other peoples work and it is clear that you have the skills.
funny you should say that btspro, i have messed about with using water colour textures in the past. I've been wondering what direction to take this project, either photo realisim and rendered in vray/ lightworks or cell shaded in lightworks, using paintd textures could add a distinctive style to it. i'll give it a try. |
Post by Jack Edwards // Aug 17, 2007, 11:32am
|
Jack Edwards
Total Posts: 4062
|
I think watercolor textures like you used in your hand drawn render above would be dramatic and beautiful. |
Post by W!ZARD // Aug 17, 2007, 7:34pm
|
W!ZARD
Total Posts: 2603
|
Very cool! Nice 'real' feel to the architecture. This should look great realised as a 3d model. |
Post by jayr // Oct 31, 2007, 11:32am
|
jayr
Total Posts: 1074
|
this has been a quiet while i redesigned my website and got a few other things out the way, but now i'm moving on with it again.
I've decidedto go with a cell shaded look as i think it'll be a bit more forgiving than going for a full on, ultra high poly, Photo-realistic, GI, processor cooking rendering style. heres a taster of one of the incomplete sets:
http://www.lothissen.co.uk/toonM004.jpg
P.S. just incase anyone is wondering where the other images from this thread have gone, they were deleted when i cleared my webspace out for the new layout, sorry. |
Post by DIT // Oct 31, 2007, 12:21pm
|
DIT
Total Posts: 10
|
Hey jayr,
Nice work. My 1 quick question is do you actually have Vray 2.51 as your post suggests? I have TS 7.51 and Vray 1.521. Just checking to see if I am up to date since I bought the package only a few months ago.
Thanks,
Mike |
Post by frootee // Oct 31, 2007, 12:25pm
|
frootee
Total Posts: 2667
|
Hi DIT. That's a typo. 1.52 I believe is the latest.
Froo |
Post by SiW // Oct 31, 2007, 12:29pm
|
SiW
Total Posts: 298
|
Love those clean ink lines from uv|toon. Though I see the nearest edges are not being drawn, is that intentional? |
Post by jayr // Oct 31, 2007, 12:42pm
|
jayr
Total Posts: 1074
|
Love those clean ink lines from uv|toon. Though I see the nearest edges are not being drawn, is that intentional?
No, i think uv toon just puts black lines on what it sees as the 'outline' of an object, those corners aren't the 'outline' so no line. i'm stillexperimenting with this so i may get that to work still.
P.S. the 2.51 was a typo, i've fixed it now |
Post by DIT // Oct 31, 2007, 12:52pm
|
DIT
Total Posts: 10
|
Pheew! Ok Just making sure I am current.
Thanks,
Mike |
Post by jayr // Nov 2, 2007, 3:29pm
|
jayr
Total Posts: 1074
|
Quick update, obviously i'll have to add snow to the tops of the building. Anyone know how i can animate footsteps in the snow?
http://www.lothissen.co.uk/toonM005.jpg |
Post by jamesmc // Nov 2, 2007, 3:39pm
|
jamesmc
Total Posts: 2566
|
Although the linked tutorial is with displacement mapping, you might be able to achieve the same with bump mapping or perhaps a transparent map achieving the "look."
http://www.mossor.org/Desktop/Tutorials/Footsteps/index.html.
Personally I would use a transparent map as displacing might be more problems than it's worth. |
Post by jayr // Nov 4, 2007, 12:59pm
|
jayr
Total Posts: 1074
|
thanks james, that was exactly the kind of thing i was looking for |
Post by 3dvisuals dude // Nov 4, 2007, 1:37pm
|
3dvisuals dude
Total Posts: 1703
|
Lookin great jayr!
On the animated footsteps in the snow, the easiest approach may be with alphamapped image planes which represent the footstep impressions in the snow and just copying and moving them a keyframe at a time toward the destination while scaling them down slightly as they get more distant from the camera.
That's what I would try anyway. Hope that helps.
- Mark / 3dvisuals dude |
Post by splinters // Nov 5, 2007, 3:31am
|
splinters
Total Posts: 4148
|
I would be tempted to make a path (long rectagular polygon) running through the snow and remove same path from a large square poly which is the floor. Then I would make a shoe cutter and actually boolean a footprint out of the path. Save to library as footstep1. then boolean out the next footprint and save as footprint 2 etc.
Now you can load each path object in and render away.....maybe unorthodox but I use what suits and a boolean cut would give proper shadows...:D |
|