How was scene built for Bitesize flythrough?

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How was scene built for Bitesize flythrough? // New Users

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Post by Musikman // Apr 26, 2009, 6:14pm

Musikman
Total Posts: 88
Just watched the Bitesize video for how to do flythroughs, excellent Tom, step by step & easy to understand! :)

I couldn't help but be curious how the Microsoft Retail Center scene/background was built. Looks like it may have taken a long time to create all that detail from scratch? Any video tutorials out there on how to build backgrounds/scenes from scratch (or from photos, etc...) for animation? Just curious how this is done & would like to learn how. Very interesting stuff! :)



Paul

Post by TomG // Apr 27, 2009, 1:24am

TomG
Total Posts: 3397
The REC scene was built by Prodigy, specifically to be a real-time scene. It was done from descriptions, photographs and floor plans.


There's no real magic to modeling from photographs, one just looks at the photo, then makes the thing in 3D. If you can get or make photos that are orthagonal (exactly in front, from the side, etc) then you can model using them as a background guide on a plane (see Organics tutorial for the Viperfish). You can use floorplans in that way of course.


Usually though you don't get that, especially not with something like a whole area like the REC, so you have to go "by eye" a lot of the time. The way to do that is really just practice :) There's no method other than looking at the pic, then pulling and pushing and moving your stuff around in trueSpace (using point edit mostly) to make it look like it should.


HTH!

Tom

Post by Musikman // Apr 27, 2009, 8:28am

Musikman
Total Posts: 88
Hi Tom, Ok, I did finish the viperfish tutorial, so I do remember that Jack used a drawing program to sketch the fish & placed it in TS as material, then attached it to the plane, so I can reference that lesson to get a photo onto a plane using the same procedure.


So, what you're saying is, as with the viperfish tutorial, the only way to transform a photo to 3D in TS is to use the primitives to draw cubes, cylinders, etc...& build models of each object in your photograph from scratch one by one? Sounds like a long process, is :(there any other way to do it? (I'm estimating the time by how long it took me just to get through the viperfish lesson! ;)) There are some cool default scenes that were included with TS, were they also built from scratch that way, using primitive shapes? Thanks!


Paul

Post by TomG // Apr 27, 2009, 9:18am

TomG
Total Posts: 3397
Not sure what other method you were hoping for :) There is no button to convert a picture into a 3D model automatically, if that was the sort of process you were thinking of - do let me know what you were hoping for, would be interesting to see what you were thinking would be a good workflow.


Yes, most sample scenes and objects were built that way, usually from Point Editing, either with or without Subdivision Surfaces at the end of the process. On the Model side, some things were built with NURBS, which work by drawing and extruding curves (see the NURBS courses). It is a different way of modeling, I would liken it to vector art in a 2D package as opposed to pixel / brush art (which is Point Editing in 3D).


Systems exist to convert objects into 3D objects via scanning - it requires either specialist hardware, or separate software (some exists now that can do it from multiple photos with a regular camera and specialist background plates etc). Of course this requires your object to fit inside the scanner in some way.


HTH!

Tom

Post by Musikman // Apr 27, 2009, 9:49am

Musikman
Total Posts: 88
I have to be honest, ....I was hoping for the magic button!:D I thought maybe by attaching a few photos to planes and setting them up as 4 walls, a floor, and a ceiling (hollywood movie set style) might be quicker, but haven't tried that yet!:) Hey I'm happy to finish the viperfish course....after all that work I'm never deleting that from my PC!:D I'm proud of my blue-eyed viper!


So what happens after you finish modeling with point edit, like the viperfish, how is the skin, textures, etc...applied over the point edited mesh....so far there's no follow up course & the first course ends with a meshed fish:)


Thanks!


Paul

Post by Jack Edwards // Apr 27, 2009, 6:22pm

Jack Edwards
Total Posts: 4062
pic
Still a lot of work to do on the fish. :) The follow up will come eventually, I keep getting tied up with other projects though. YafaRay4ts was important because of Vray being dropped, so that couldn't be helped.

I should probably update chapter 1.3 as well or do a video showing the differences between 7.5 and 7.6, since that causes people a lot of problems. :(

Let me get the plugin developer community website up and maybe the basic FBX plugin out and I'll put some more time into getting part II done. Have to admit that I was sort of putting it off because of the changes in the upcoming patch -- didn't want to release a course that'd be immediately outdated, but the patch is taking a lot longer than I though it would...

About auto mesh generation from photos, it can be done and there are applications that do it, but computer generated meshes tend to be messy and difficult to work with. It's actually better to model the mesh from scratch for most things.
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