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New WIP...
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.
New WIP... // Work in Progress
Post by rjeff // Aug 10, 2007, 4:48am
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rjeff
Total Posts: 1260
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Ok I have to take a break from the cross I am working on. I need to work on something else why I gather ideas for the cross. What you see here is a tribal piece that was drawn by a friend of mine who is Cherokee. This image you see is a tatoo on his arm. I though that it would be very cool to make this a 3d "tiki" type statue. The reason I chose this is because I think it will hlep futher my learning of this progam and maye I can use some of the more advanced features in TS. So I will need your help, those of you who are are well versed in TS, because this will be a learning experience for me. To those of you who will help I thank you in advance. To tell you what it means. The bottom is a turttle. The middle is a bird and the top is a man. The red detail you see is fire. This represents Earth..man..Air..bird...sea..turtle..and well fire is fire. |
Post by parva // Aug 10, 2007, 6:18am
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parva
Total Posts: 822
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looks cool.
I think this shouldn't be too difficult if you go with subdivision surfaces.
Looking forward :) |
Post by rjeff // Aug 10, 2007, 7:33am
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rjeff
Total Posts: 1260
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that was my thoughts to..howerver Sub Surfaces is one of thoes functions that I know little about. That is what I want to learn. Because you can make some nice curved, smooth surfaces with then. |
Post by Steinie // Aug 10, 2007, 2:27pm
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Steinie
Total Posts: 3667
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I know you asked for a tutorial here, but to be honest your learning a "technique" rather then the application.
Go here to get you started.
http://www.subdivisionmodeling.com/wiki/tiki-index.php
http://symbolcraft.com/graphics/subdivision/ |
Post by W!ZARD // Aug 13, 2007, 12:37am
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W!ZARD
Total Posts: 2603
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Hey, that's uber-cool rjeff! Please do keep us informed of your progress with this excellent subject. I often thought of modelling a Maori tiki - we have several Maori wood carvings in our home - but I've always relegated it to the 'too hard' basket. How would I create all the carved wood details without insane polycounts? I'll be very interested to see what you come up with. |
Post by Shike // Aug 13, 2007, 6:04am
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Shike
Total Posts: 511
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Hey, that's uber-cool rjeff! Please do keep us informed of your progress with this excellent subject. I often thought of modelling a Maori tiki - we have several Maori wood carvings in our home - but I've always relegated it to the 'too hard' basket. How would I create all the carved wood details without insane polycounts? I'll be very interested to see what you come up with.
Aaaw, come on, try it ! Insane amounts of polygons are FUN ! :D
As a more serious note: The trick (as the linked information from Steinie mentions) is to try and make quads in the base polymodel.
7921
As seen in the image, trueSpace is pretty good at solving N-sided polygons too. But it gets cleaner with quads.
Remember that polydraw and edgedraw is your friend! ;)
Edit:
Forgot to check what version of tS you ran.. and if your have ts7.51, if you plan to use Model or Workspace for the task.
The above subdiv method is available in ts6-ts7, model and workspace, and if you take care and do a nice polymodel, then the Subdiv doesn't need too many polys.
But if you don't mind huge amount of polygons you might try the ts7.51 displacement map or soft paint brush. |
Post by rjeff // Aug 14, 2007, 3:27am
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rjeff
Total Posts: 1260
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gonna take a different approcah with this than to make is nice and smooth..even though I am still going to look at thoes sub d tuts...I got to looking at this indian symbol and got to thinking that if it were actually made in real life that it would have been carved by some old timer. So with that I am going to make it a rough around the edges..it will not be totaly symmetrical and it should look like a knife carved statue. |
Post by Shike // Aug 14, 2007, 4:17am
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Shike
Total Posts: 511
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gonna take a different approcah with this than to make is nice and smooth..even though I am still going to look at thoes sub d tuts...I got to looking at this indian symbol and got to thinking that if it were actually made in real life that it would have been carved by some old timer. So with that I am going to make it a rough around the edges..it will not be totaly symmetrical and it should look like a knife carved statue.
Sounds like a good idea. So, do you have ts7.51? With "Soft Paint" you basically raise and lowers the points in the model by painting on it...might help in making it looked carved..? |
Post by rjeff // Aug 14, 2007, 8:08am
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rjeff
Total Posts: 1260
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I do have 7.51..but I am not sure if I have Soft Paint. Is it included in ts7.51?
Also this is a newbie question..but when you talk about quads with the sub surf..what do you mean by that? |
Post by Shike // Aug 14, 2007, 11:16pm
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Shike
Total Posts: 511
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I do have 7.51..but I am not sure if I have Soft Paint. Is it included in ts7.51?
Also this is a newbie question..but when you talk about quads with the sub surf..what do you mean by that?
With Quads I mean four-sided polygons. In my image above I showed to the left, a poly-model with triangular polys and even (in the middle) a lot more than 4 sided (is it 6 or 8 in the image...?)
Above that is the subdivided version and you can see that it looks abit messy.
It still works, but can in some cases cause wrinkles or defects in the subdiv version.
On the right side I used polydraw and edgedraw to connect vertices and make sure it was 4sided polys, and the subdiv result above looks alot cleaner.
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Above is an image of softpaint. It's only available in Workspace, but if you have ts7.51, you got it.
Best way to use it is to:
1. Use the Quad-divide tools to increase the detail of your model since the paint tool actually raises/lowers the vertices (this one started as a simple cube)
2. Use the Soft paint to "sculpt" your model. Tune the size of the brush and the magnitude in the right side panel for good result.
(This is very similar to how I sculpt in ZBrush)
You can actually use softpaint on a Subidvided model to (the blobby icons with + and - signs)
But then it only modifies the vertices of the lowest polygon-level, so fine detail is not possible.
For SubDivs it's better with the DisplacementMapper and DisplacementBrush (thoose tools are just below the softpaint)
However, since Displacement is basically a greyscale image telling how much it should offset the vertices, you need to have a goooood UV mapping on your model.
Could work fine if your totem is like a board with planar mapping on, then just add a greyscale version of the image in you first post...and finished ;)
Edit:
Someone has probably already posted workspace layouts or you might already know how to customize the interface...
if not, I recommend the following.
Use SHIFT+CONTROL to drag out the icons (shf+ctrl copies the icons, if you only use CONTROL you move them)
and create your own icon toolbars where you can see everything.
Sure, the tiny rightside workspace toolbar makes it look clean, but if you're trying to learn Workspace, it's easier if everything is visible.
(Before I did that I hardly wanted to use Workspace...was actually really surpriced when I saw how many tools Workspace actually had! :D)
Downside is that thoose toolbars doesn't hide when entering Modelspace, and then gets in the way, since most of the new tools doesn't work outside workspace.
Might be solved by first using the library to store the default layout, then storing your custom version, and switch when needed? |
Post by Shike // Aug 15, 2007, 1:02am
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Shike
Total Posts: 511
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And if you're curios about displacement, here's how that works.
Made a cube, quad-divided the top to get 66000polygons (yikes!)
Used simple planar mapping and used an greyscale version of your image
in the disp-mapper. (the colored one was used as at texture in the material.)
The displacement brush can then be used to "paint" low and high.
7944
This might not be good for your idea (since it requires a highdensity model) , better to model the totem.
But maybe use it to "paint" in the carving...?
BTW, hope you don't mind that I went a little overboard showing different tools. Don't want you to feel like I'm hijacking your thread :o |
Post by Steinie // Aug 15, 2007, 1:11am
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Steinie
Total Posts: 3667
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It's nice to have the "Shike" back!!!
RJeff don't worry if both of these examples seem overwhelming, their very powerful tools. To a newbie this would cause your head to spin. Shike is one of the Masters (Parva too) and makes everything look easy.
There a many ways to get the results you want and both of these tools can do it. Best way to learn them is just use them. |
Post by Shike // Aug 15, 2007, 1:56am
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Shike
Total Posts: 511
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It's nice to have the "Shike" back!!!
.... Shike is one of the Masters (Parva too) and makes everything look easy.
:o Thanks!
Been awhile because I felt like the last person switching to Workspace.... couldn't grasp what you guys were talking about. ;)
(so I switched back to lurking mode, leeching your knowledge and experience :D )
This is my third week with workspace and really starting to love the new tools,
(I will never ever make another polygon based model in Modelspace!!! ;))
and Prodigys tip about ctrl+doubleclick to select images in thoose weird new panels without buttons really helped.
Will be interesting to see which approach you choose rjeff !
I've seen in other threads that you know your way around polygon modelling, and it's not such a big step to use Subdivision and the other tools.
But it takes awhile and some testing to get a feeling for how the base cage should look to get a certain look when subdivided. |
Post by rjeff // Aug 15, 2007, 3:50am
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rjeff
Total Posts: 1260
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wow...hmm.that is a lot to digest..I will for sure be reading this post again. Heck I am not sure what space I am even using. I feel so lost around you guys. I whish I would have put more time into learning the program when I got v4 back in the day. I am a newbie and at the same time I am not. I almost have the head done. I will post that so maybe you can get a sense of where I am going. Thanks for all the help.. you guys are great. |
Post by Shike // Aug 15, 2007, 4:47am
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Shike
Total Posts: 511
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I whish I would have put more time into learning the program when I got v4 back in the day. I am a newbie and at the same time I am not.
Actually, it's probably better if you havn't worked too much with advanced tools from previous versions...havn't you seen how old geezers like me have complained that we don't find/understand stuff in tS7.51... old habits are hard to break ;)
Now when you learn the new WorkSpace tools, you know that the knowledge will still be useful for a many years. (until Roman get's his next vision and introduces a mindcontrolled interface ;) )
Looking forward to see what you got! :banana: |
Post by rjeff // Aug 15, 2007, 4:04pm
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rjeff
Total Posts: 1260
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Ok here is the head. I will post the bird when I have it completed |
Post by Shike // Aug 15, 2007, 9:32pm
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Shike
Total Posts: 511
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Looks good! |
Post by rjeff // Aug 18, 2007, 4:27pm
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rjeff
Total Posts: 1260
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Ok calling all guys..I am working on the turtle. I have no idea where to start. I need to have the curve of a tutle shell but I also need to have the white part inset and the red part raised up like what you see in the face image. This is the learning part that I spoke of eariler in the post. |
Post by kena // Aug 20, 2007, 12:21pm
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kena
Total Posts: 2321
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Model it flat. Then use the Model-side bend tool to curve it the way you want. |
Post by rjeff // Aug 21, 2007, 9:16am
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rjeff
Total Posts: 1260
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Ahh I did not think of the bend tool. Thanks Kena. I will give it a go! |
Post by rjeff // Aug 21, 2007, 2:51pm
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rjeff
Total Posts: 1260
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I got to thinking about your idea Kena, however the issue I see is that the shell is not symmertical top and bottom. Doing it that way would mean that the top of the shell is the same as the bottom of the shell. |
Post by kena // Aug 22, 2007, 5:07pm
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kena
Total Posts: 2321
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Bend the object. Save it as a .obj file using the Luuv plugin. Load it up. Bend it again. Keep that up and you can make it as irregular as you like. :D |
Post by rjeff // Sep 6, 2007, 5:19pm
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rjeff
Total Posts: 1260
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Ok I am not sure what to do here. I cannot get the shape I need out of the shell. What I need is one side higher than the other whild maintaning the curved shape of it. I just don't get how you guys do it. I have hit a big road block. |
Post by Norm // Sep 6, 2007, 8:37pm
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Norm
Total Posts: 862
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How about working with a sphere. You can shape it pretty easily. You can boolean add the other parts once you get a rough shape for the shell. I used to do a boolean thing with text that might hold value. I would sweep the letters so they were all nice and tall. Then if I was to take two spheres, one way larger than other, and boolean sub one sphere from the other, I ended up with a real thick shell. I would boolean sub a cube so i ended up with a bowl instead of a sphere. So i boolean sub'd half the sphere away. This bowl could could be dropped down over the text. I would situate the bowl so I could boolean subtract the bowl from the text. This would leave me with nice rounded text (the bowl had tons of geometry to give a nice even look to the text.
You do same with the turtle. Make a sort of bowl that is same shape as a turtle-shell, add your red and white raised parts as desired, then lower the bowl over the scenario and boolean sub it out. You should end up with a good curvature when finished.
Here is an image and scene file: check how the shell is booleaned out of basic cube primitive. Not the same I realize, but principle is same. It doesn't matter if you create a rough shell and raised elements. Just boolean sub a nice smooth shell afterwards and it will look pretty good.
Hth. |
Post by rjeff // Sep 7, 2007, 5:54am
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rjeff
Total Posts: 1260
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I see what you mean..make everything the same I want the sweep them up then cut off the tops with the shell..HA..that might just work..thanks Norm! |
Post by rjeff // Sep 11, 2007, 4:32am
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rjeff
Total Posts: 1260
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Well Norm I tired that and the first time I did it I get this crazy object. I will try to recreate it to show you what it looks like. |
Post by rjeff // Oct 24, 2007, 6:49pm
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rjeff
Total Posts: 1260
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OK reliving a old post here. I took a break from this one when I started on the September challenge. Well all who kept up with this post knows that I had much trouble with my turtle. Well I got it figured out and here it is. |
Post by Norm // Oct 25, 2007, 4:52am
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Norm
Total Posts: 862
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congrats rjeff. Looks great. Bet it would make a great lapel-pin too :) |
Post by rjeff // Oct 25, 2007, 5:24am
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rjeff
Total Posts: 1260
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ha..bet it would |
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