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December MMC: Some gave all.
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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.
December MMC: Some gave all. // Work in Progress
Post by rjeff // Dec 2, 2007, 7:20pm
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rjeff
Total Posts: 1260
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Ok here is the start of my MMC thread. First image will be a tatterd flag. Would like you opinions on it. Does it have that worn feel? Or is it to much. |
Post by Nez // Dec 2, 2007, 11:38pm
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Nez
Total Posts: 1102
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Depending on how it's finally going to be placed, it may be a bit flat? Don't tend to look natural without some folds/creases etc - but 'fabric simulation' is a royal pain...
It seems that most of the wear (apart from the hole) is to one edge - is this where it would really wear or would it wear all round? Where has it come from? I'm no soldier, so I wouldn't actually know the answer to this - do troops still carry flags into battle? Or has it come off a vehicle?
These may all be rhetorical questions of course - I'm just envisioning the flag draped over a coffin.... but for a military burial I think they would use a nice new flag anyway...!
Anyway, interested to see where you take it; I'm trying to decide on whether I can come up with an interesting topic and whether I'll have enough time to put in even if I do....
PS - the MMC WIPs used to be kept in the main WIP section - Norm didn't more the others here so I don't know if they should stay there rather than here? I guess they couldn't be moved without spoiling the links, which wouldn't be a problem this time... |
Post by rjeff // Dec 3, 2007, 4:08am
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rjeff
Total Posts: 1260
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This is by no means the end result. I was trying to get a feel if I was in the right direction with it. I plan on redoing some of the tatter, as I don't fully like it the way it is. This flag will be one of thoes small onese you see on graves. It is just in a different setting. |
Post by 3dfrog // Dec 3, 2007, 5:33am
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3dfrog
Total Posts: 1225
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The orange stains seem a little too oversaturated and clean to be smoke damage. I think if it was grunged up more and placed over more area of the flag in an irregular way it would look convincing.
Nice to see work honoring our heroes who risk everything to protect others. |
Post by rjeff // Dec 3, 2007, 6:26am
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rjeff
Total Posts: 1260
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Yeah I was thinking the same thing 3d. It is supposed to be dirt. I will re smudge it and thin it out some. |
Post by blakeo // Dec 4, 2007, 9:32am
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blakeo
Total Posts: 214
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Good start rjeff. I can see we're going to have a good variety of interpretations on this subject :)
I agree about the smudging - it doesn't look like dirt yet, but a great scorched look at edges, although the tatter looks a little like bite marks :D But I guess the size/shape of the tatter depends on the final size of the flag.
B |
Post by rjeff // Dec 4, 2007, 10:01am
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rjeff
Total Posts: 1260
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yeah I have redone the flag. Now I have to figure out how to make it furled. That is really becoming a very hard thing to do. |
Post by Nez // Dec 4, 2007, 11:32pm
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Nez
Total Posts: 1102
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Yeah, fabric-type geometry can be a real pain! Depends a lot how and where you want to achieve folds and creases - have you tried a quick hand sketch to identify where you want folds/creases? Can really help plan the best approach...
For creased fabric I've previously used very shallow cubes point edited to create ridges/valleys with subdivision applied to get smooth curves or have drawn profile curves and skinned between them. NURBS can be quite effective for fabric but I hate them...! You may also be able to get the clothmotion plug-in to work (think it was for TS5? don't know if you still have that set up on a machine somewhere? Never tried it myself...) |
Post by TomG // Dec 5, 2007, 3:34am
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TomG
Total Posts: 3397
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You could also:
1. Rig it with bones (preferably tS7.5 workspace)
2. Deform it using the Sculpt tools (Modeler side)
3. Use a deformation lattice on it (Modeler side)
4. Quad divide it sufficiently and then use SDS and then pull the curves out by editing the control cage (workspace side, or modeler if you wanted though workspace SDS is better)
5. Quad divide it sufficently and add a displacement map (workspace side)
6. Use the Twist and other related tools (modeler side)
HTH!
Tom |
Post by rjeff // Dec 5, 2007, 3:53am
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rjeff
Total Posts: 1260
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wow thanks tom...never even though of thoes...but hey that is why you are the big guy...!! |
Post by rjeff // Dec 9, 2007, 10:56am
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rjeff
Total Posts: 1260
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Ok here is a update. Updated flag..and the start of my helment. |
Post by rjeff // Dec 11, 2007, 7:38pm
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rjeff
Total Posts: 1260
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Ok just doing some scene building here. I completed the helment. This will give you guys an idea where I am going. |
Post by KeithC // Dec 13, 2007, 11:54am
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KeithC
Total Posts: 467
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Looks good so far; have you thought about giving the flag a quick bump map? Here's a quick greyscale crumple texture you can try.
-Keith |
Post by rjeff // Dec 13, 2007, 2:00pm
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rjeff
Total Posts: 1260
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Glad to see atleast somebody is looking at my post. I do have a bump for it..it is actually the gray scale of the textile texture I am using for the flag, however I will apply yours and see if it looks better. Thanks. |
Post by butterpaw // Dec 13, 2007, 2:01pm
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butterpaw
Total Posts: 831
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I'm watching! I just don't always know what to say :) ... looking forward to developments :) |
Post by Steinie // Dec 13, 2007, 2:26pm
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Steinie
Total Posts: 3667
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I'm watching too.
I think your bump map on the helmet should be lowered to around .03 (it looks like it might be set too high)
The helmet is set on a cross but the cross doesn't look right. Are they suppose to be sticks or wood planks for a cross. Out in the field they would be branches so they wouldn't be perfectly even in size.
Just two things I'm suggesting since I like your image and want it to improve. |
Post by blakeo // Dec 13, 2007, 2:34pm
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blakeo
Total Posts: 214
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Rest assured we're watching rjeff :D I'm also keeping an eye on the MMC entries but, as butterpaw, says not always sure what to say.
The bump map on the helmet looks very grainy to me, but that may be look you're going for. [edit: Steinie beat me there... :) ] Love the scratch marks on the lefthand object. Nice touch.
FYI, if you get 3DWorld magazine, they have a tutorial this month on using the free MapZone 2.6 (http://www.mapzoneeditor.com/)to create a texture for a helmet similar to yours. v2.6 is on the cover CD but v2.5 can be downloaded from that link. I think v2.6 is available from January.
B |
Post by rjeff // Dec 13, 2007, 5:54pm
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rjeff
Total Posts: 1260
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Yeah the cross is just a place holder and I have already done a new texture for the helment. I would like to check out that map zone. Is it a uv mapper? |
Post by rjeff // Dec 13, 2007, 6:38pm
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rjeff
Total Posts: 1260
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Ok here is a post with the upated helment..and I have worked on the tree a bit. |
Post by Dragneye // Dec 13, 2007, 9:41pm
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Dragneye
Total Posts: 602
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I like the tree rjeff. The new texture on the helmet is lookin Much better (the reality look of the tree and the new helmet texture is meshing well). From your work on the flag (with the wear and tear), I think it should be much larger compared to the helmet size, to have all that great texture show thru. You're doin' great so far. |
Post by blakeo // Dec 14, 2007, 10:45am
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blakeo
Total Posts: 214
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Helmet's looking much better. The tree (so that's what it was :) ) is looking great too.
No, Mapzone is not a UV mapper, it's a procedural texture generator, I've only briefly looked at it myself but it looks great for making things like rusty metal / dirt / bump maps, like your ground texture you've got there, and probably an infinite variety of others textures. I think it does diffuse/specular/bump and alpha channels also. It does look a little complicated to me though, something to get teeth into :)
B |
Post by rjeff // Dec 15, 2007, 2:34pm
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rjeff
Total Posts: 1260
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Ok here is and updated tree with some weeds or whatever growing out of it. I have to tweek the weeds abit. |
Post by kena // Dec 15, 2007, 6:58pm
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kena
Total Posts: 2321
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Looks like a crown of grass so far. So, yes. tweek them a bit. Any way you can cause them to branch out a bit? |
Post by rjeff // Dec 15, 2007, 7:28pm
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rjeff
Total Posts: 1260
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true enough, howerver they start to poke out of the trunk if I branch them out to much. |
Post by rjeff // Dec 15, 2007, 8:26pm
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rjeff
Total Posts: 1260
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Ok here is a test render of the tree with some grassy weedds around it. I used GI with a standard HDMI image that comes with TS. |
Post by butterpaw // Dec 16, 2007, 2:00am
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butterpaw
Total Posts: 831
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That's coming along really well, Jeff - I like the texture and the weedy bits..
If the tree is a cut off stump, can you make the top of it look that way? sometimes if a tree is roughly cut down it stick up sort of sharply and jaggedy at one spot ...
(maybe you already have that planned, and I'm just second guessing ;)) |
Post by rjeff // Dec 16, 2007, 3:17am
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rjeff
Total Posts: 1260
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Yeah that has crossed my mind BP. I can't decide if I want it to be a hollowed out stump or where you can still see the core. |
Post by Steinie // Dec 16, 2007, 6:55am
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Steinie
Total Posts: 3667
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Play around with the SoftPaint" tool on the ground to give it some variation.
http://forums1.caligari.com/truespace/showthread.php?t=3932
I used it on the tent and elephants feet and you can do it while the ground is already textured. Mounding the ground slightly up to the tree stump.
Why not hang the helmet on one of the broken off branches also it needs a chin strap. You can also flatten (very slightly) the roundness of the helmet to get rid of that Bowl look.
Keep it going! I like it.:) |
Post by rjeff // Dec 16, 2007, 8:46am
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rjeff
Total Posts: 1260
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Thanks for the tips Stiene. I do have the ground varied some what, but not enough. Believe it or not, the helment I am using as a reference does have a bowl shape...I would give you an example, howerver I seem to have lost it. |
Post by rjeff // Dec 20, 2007, 6:58pm
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rjeff
Total Posts: 1260
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Here is the start of my tree...still have lots of limbs to add. Any sugestions is welcome. This is my first go at a tree...I have been using another tree model as an example. |
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