My first tS

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Post by LongWolf // Dec 31, 2008, 8:36pm

LongWolf
Total Posts: 62
Ok, here's my 1st tS project, heck it's my 1st real 3D model.

Took me a ridiculous amount of time, thank goodness I was able to reuse one shape several times :)


P.S. There's gota be a better way to apply custom textures made to scale for a face.

It took me almost 3 hrs to get that table top image on there, LOL


Thanks for the help spacekdet and Norm!

Post by noko // Dec 31, 2008, 9:32pm

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Total Posts: 684
For first model that looks rather good. It took me forever on my first model and it definitely wasn't even textured! That came much much later :D. Add some chairs, floor, chips and cards maybe a few glasses or beer bottles and you have a scene.

Post by Délé // Dec 31, 2008, 10:59pm

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Total Posts: 1374
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I agree, it's very good for your first model. Certainly better than I did on my first model. Nice job! :)

Post by tahnoak // Jan 1, 2009, 3:11am

tahnoak
Total Posts: 487
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Nice work.

Post by Ospreyluvr // Jan 1, 2009, 5:28am

Ospreyluvr
Total Posts: 112
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Great job man! LOT better than my first model! Great job!:jumpy:

Post by 3dfrog // Jan 1, 2009, 3:41pm

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Total Posts: 1225
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wow that's a great first model. Looking forward to seeing more!

Post by LongWolf // Jan 8, 2009, 12:15pm

LongWolf
Total Posts: 62
Thx for the encouragement folks.

I'll post updates when I have time to make more pieces.

Post by Dragneye // Jan 9, 2009, 9:27pm

Dragneye
Total Posts: 602
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Great start LongWolf.


As for texturing... why not ( the tabletop for example) create a UV map of that area, bring it into a 2D program, warp the image as you see fit to match the outline of the map, and then place that back onto the model. But I am still learning. Others may have a better idea. :)

Post by Breech Block // Jan 11, 2009, 2:49pm

Breech Block
Total Posts: 844
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Great job LongWolf and waaaaaay better than my first effort in tS.:o

Post by LongWolf // Jan 13, 2009, 9:15pm

LongWolf
Total Posts: 62
Ok, here's an update.

Thxs everyone who's helped!


Everything's scaled to the table except the cards and chips that are 'in play'.

They're at 1.5 scale.


Any ideas for getting this to look more 'real' are welcome.

Post by LongWolf // Jan 13, 2009, 9:18pm

LongWolf
Total Posts: 62
Wow, that upload looks bad.

Going by the atifacting, it looks like my pic was converted from png to jpg and re-sized.

Post by Simon // Jan 14, 2009, 2:00am

Simon
Total Posts: 1
Fantastic first go. Those Las Vegas Carpets are blinding! I was in Vegas once, and to anyone who has the opportunity to go, please try the foot long 99c hotdog in the casino with the clowns (is that the Circus, or something?) completely alien food technology at work there...


By the way, I have loads of FREE photos and textures for 3D modellers at www.lords-stock-photography-emporium.co.uk (http://www.lords-stock-photography-emporium.co.uk), all at enormous resolutions if you need them.


Good Luck!


LORD

Post by LongWolf // Jan 14, 2009, 7:39am

LongWolf
Total Posts: 62
Those Las Vegas Carpets are blinding!

Yep, there are a few theories on why they use such gaudy carpets.
1. hide stains, wine, vomit, blood, etc
2. the colors make it harder to find any chips that are dropped.
3. and (the tin foil hat theory) they use subliminals to get you to spend more money.

I wasn't able to find a carpet pic that I could tile.
So I found a pic of a ceramic tile and changed the colors.

I not happy with how it looks, it looks like it's on a steeper angle than the table top.
Also, is there some way to make it look more like real capet, maybe a bump map?

Post by kena // Jan 14, 2009, 10:49am

kena
Total Posts: 2321
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Yes, a bump map could give it the texture you need.

Post by spacekdet // Jan 14, 2009, 11:34am

spacekdet
Total Posts: 1360
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Definitely a bump map, desaturate the color, and a matte reflectance.
The carpet overpowers what should be the focus, which is the table.
A leather bump map on the black table bumper wouldn't hurt either.
Also, isn't it 'Insurance'?

And throw another mark in the 'quite good for your first tS' column!

Post by LongWolf // Jan 15, 2009, 2:12pm

LongWolf
Total Posts: 62
Also, isn't it 'Insurance'?

DOUH!


Oh well, I was thinking of making the text smaller anyway.

Post by tahnoak // Jan 18, 2009, 8:44am

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Total Posts: 487
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I agree with what the others have said. Use a bump map on the carpet but also darken it a little bit or cast some shadows on it to break up the brightness. You can even use depth of field to make the carpet a bit blurry and keep the focus on the table.

Post by LongWolf // Jan 18, 2009, 2:22pm

LongWolf
Total Posts: 62
Next installment.

There's a long list of tweaks.
Lost the wood grain on the pedestal and chip tray. Decide to use a 'real' wood texture instead of the tool built into tS. Had to rebuild the chip tray because I had glued the chips to it and re-texturing covered them.
Re-made the table top felt.
Darkened and reduced the saturation of the carpet.
Bumped the carpet, the table felt, bumper and pedestal.
Made a better money slot and paddle.

Any other ideas are welcome.

It still looks like it's being viewed by a fish eye cam to me.
The carpet seems tilted and the angles of the outside edges of the chip tray seem too different.
Also needs some shadows for the chips and card edges.

Is there a tutorial for the cameral and lighting?

Edit: And a tut for DOF? thx tahnoak.

Post by LongWolf // Jan 18, 2009, 2:25pm

LongWolf
Total Posts: 62
Now dagumit, how do I get a good clean png pic upload?

That conversion to jpg and the atrifacting really bugs me.


I made sure the pic was within 800x600

Post by kena // Jan 18, 2009, 8:21pm

kena
Total Posts: 2321
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png file size is 390.6 KB. That means that it has to be pretty simplistic to fit.

Post by LongWolf // Feb 6, 2009, 10:39pm

LongWolf
Total Posts: 62
I've been biz, but finally got a chance to do some more.


We now have seating!

I did try to cheat by downloading a free stool obj of the web.

It was missing a lot of faces and it warped when re-scaled to fit the scene.


Now I'm glad I made my own.

They use less than 1/3 as many faces and vertexes.

And, imho, they look better :)

Post by v3rd3 // Feb 7, 2009, 12:37am

v3rd3
Total Posts: 388
The surfaces, particularly the cards, look very clean. Perhaps adding some dust or dirt may help.


If you can add some wear to the carpet in areas that might add some realism as well.


Really looking good.

Post by marcel // Feb 7, 2009, 12:39am

marcel
Total Posts: 569
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I think it is good for a 1st tS project. :)

Post by Igor K Handel // Feb 7, 2009, 1:57am

Igor K Handel
Total Posts: 411
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Been following your progress with interest. Going well. I like your theory on gaudy carpets.. made me laugh.


How about a delve into some lighting and shadows to get a greater feeling of depth.


IK

Post by LongWolf // Feb 7, 2009, 5:19pm

LongWolf
Total Posts: 62
Thx for the input folks.

I've got a few Q's on making this better.

I'll do them as separate posts (better chance of getting them answered)


First, I've been making the brass coloring on the fly, so each is diff, and I'm not happy with any of them.


Can someone recommend the RGB, reflectance shading, etc to make a good polished brass?

Post by Jack Edwards // Feb 7, 2009, 6:09pm

Jack Edwards
Total Posts: 4062
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Metals need things to reflect to look good. An HDRI background can help with that. Or you an put more stuff in the scene off the camera. What render engine are you using?

Post by spacekdet // Feb 7, 2009, 6:29pm

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Total Posts: 1360
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Here's a little 3 layer jobbie that uses a pinch of Shaderlab and a dash of conductor and a smidgen of bump map.
If you're interested in the full recipe let me know and I'll put it up.
Good for Lightworks/ Model rendering.

18102

Post by LongWolf // Feb 7, 2009, 7:18pm

LongWolf
Total Posts: 62
The only render engine I have is whatever came with tS7.6.

I'm out of work, so I can't buy an engine now.

Ultimately, this is all going into a DX program.
But I'd love to have the best rendered scene I can.

spacekdet, sure! plz post your setup :)

Post by LongWolf // Feb 7, 2009, 8:09pm

LongWolf
Total Posts: 62
The surfaces, particularly the cards, look very clean. Perhaps adding some dust or dirt may help.

If you can add some wear to the carpet in areas that might add some realism as well.

How would you add the dust and carpet wear?

On the cards, a casino will quickly replace a deck that gets stained, can you say 'marked cards'?
But real cards do have a woven texture to them.
I just tried adding that, but it tends to do some odd things depending on how close or far the camera is from the cards.

Also, some beer stains on the table top could be good, is there a way to do it without building the stains into the tabletop image?

Post by kena // Feb 7, 2009, 9:50pm

kena
Total Posts: 2321
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If you are using lightworks, you can use layers. Chapter 6 of the PDF manual will show you how to create them. This would be the Model side rather than the Workspace side.
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