Sijun Forums Forum Index
Log in to check your private messages
My Profile Search Who's Online Member List FAQ Register Login Sijun Forums Forum Index

This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.
Goto page Previous  1, 2, 3, 4 ... 15, 16, 17  Next    Sijun Forums Forum Index >> Gallery/Finished Work
View previous topic :: View next topic  
Author   Topic : "The 3d thread"
T_England
member


Member #
Joined: 24 Feb 2009
Posts: 97

PostPosted: Tue Sep 21, 2010 3:25 pm     Reply with quote
sorry for the late response but yeah, soo cool man. Hehe i think the americans invented cars, therefore fenders..i thinks Smile I cant recall if they were in the concept but looking at it i think theres a small line deliniating one. One aspect that might not have come through in the concept is the engine is articulated on a pivot from the carrige it sort of sits on a pin-hinge. but yeah just picky little stuff over all i love this dude, you did it more than justice. the folding canopy i never thought of that. I like it Smile
_________________
www.tenglandsketchbook.blogspot.com
www.thomasengland.co.uk
Back to top
View user's profile Send private message Send e-mail MSN Messenger
durgldeep
member


Member #
Joined: 14 Sep 2001
Posts: 859

PostPosted: Tue Sep 21, 2010 5:18 pm     Reply with quote
Since I had to look up "fender" origin anyhow:

US English = fender (French = garde-boue [mud])
British English = wing
British English (vintage/detached wing) = mudguard
http://en.wikipedia.org/wiki/Fender_%28vehicle%29

Smile
Back to top
View user's profile Send private message
T_England
member


Member #
Joined: 24 Feb 2009
Posts: 97

PostPosted: Wed Sep 22, 2010 12:13 am     Reply with quote
Rolling Eyes I stand corrected hehe
_________________
www.tenglandsketchbook.blogspot.com
www.thomasengland.co.uk
Back to top
View user's profile Send private message Send e-mail MSN Messenger
durgldeep
member


Member #
Joined: 14 Sep 2001
Posts: 859

PostPosted: Wed Sep 22, 2010 3:34 am     Reply with quote
T_England wrote:
Rolling Eyes I stand corrected hehe


LOL - keeping track of UK/US spellings/meanings drives me nuts
(mainly the S/Z thing) but it's a hobby - *had* to know re fender Smile

Been posting a lot of text-only stuff so I'll buy this one with a wip:



Last edited by durgldeep on Thu Sep 23, 2010 1:36 pm; edited 2 times in total
Back to top
View user's profile Send private message
Quintus Dias
member


Member #
Joined: 11 Sep 2010
Posts: 387

PostPosted: Wed Sep 22, 2010 4:33 am     Reply with quote
yey let's celebrate 3 pages, lol.


Interesting with the fender, yea I thought I have heard the word fender sometime. However I was confusing with the protective thing on boats, they call that fender too, right? protective makes sense.....


durgldeep, real neat sculpt. Smile

T_England - I might play around with it some more when I get the time, need to solve steering and axls for both steering and engine as you say.


A steampunk watch I started the day before yesterday, hopefully I will finish today.
Back to top
View user's profile Send private message Send e-mail
Quintus Dias
member


Member #
Joined: 11 Sep 2010
Posts: 387

PostPosted: Wed Sep 22, 2010 8:38 am     Reply with quote
effect testing with composite nodes and then gimp.
Back to top
View user's profile Send private message Send e-mail
durgldeep
member


Member #
Joined: 14 Sep 2001
Posts: 859

PostPosted: Thu Sep 23, 2010 2:26 pm     Reply with quote
Edit: forgot to say, last one is really cool, Quintus Dias - ! Smile

Quintus Dias wrote:
Interesting with the fender, yea I thought I have heard the word fender sometime. However I was confusing with the protective thing on boats, they call that fender too, right? protective makes sense.....


Tried hard to ignore this (and failed), hehe.
Cars, locomotives ('cow-catcher'), boats (yep), hearths (coal), and misc others.
http://www.google.ca/search?hl=en&client=firefox-a&hs=xHu&rls=org.mozilla:en-GB:official&defl=en&q=define:fender&sa=X&ei=6MmbTL24Fo74nAfFtLQv&ved=0CBQQkAE

Another wip (sorry; realize I'm in "Gallery/Finished Work", eep):

Back to top
View user's profile Send private message
the-John-Doe
junior member


Member #
Joined: 24 Feb 2010
Posts: 28
Location: Germany, sachsony, LE

PostPosted: Sat Sep 25, 2010 9:39 am     Reply with quote
@Quintus Dias; Yep, u do good practice indeed
- thanks for ur words even though I know that the txturing's too basic n lame..
I'm not @ CGsociety, perhaps some other Doe Wink

@Durgldeep; quite nice bust so far
_________________
.. err but maybe its the other way around ..or maybe I lost it .. back then
Back to top
View user's profile Send private message Visit poster's website
durgldeep
member


Member #
Joined: 14 Sep 2001
Posts: 859

PostPosted: Sat Sep 25, 2010 11:16 pm     Reply with quote
Thanks the-John-Doe. Had to pause it to celebrate, hehe.



Quintus Dias wrote:
durgldeep, just dive deep into it, but seriously though there's a real long learning curve. lol. Smile


Glad u revived the 3D thread. Kinda forgot we had one and wasn't going to contribute using Sketchup anyhow, lol.
Blender's still beyond me, except for tweaking Sculptris models... Will get there. Smile

Edit:



Last edited by durgldeep on Sun Sep 26, 2010 8:42 am; edited 1 time in total
Back to top
View user's profile Send private message
Quintus Dias
member


Member #
Joined: 11 Sep 2010
Posts: 387

PostPosted: Sun Sep 26, 2010 6:54 am     Reply with quote
durgldeep, thank you. Yea the revival of this thread was partly why I came back to Sijun, thought I could help boost some life into Sijun again. Smile
Looking real good there the stuff you do, u know you can actually sculpt this way in Blender aswell. There's a setting for multiresolution, as I understand it has its roots in the same tecnique used for Sculptris.
Amazing what kind of resolution you can get in 3d sculpting these days....
And that with 3d printers aswell. Very Happy
Blender makes more and more sense the more one work in it, some things however feels like upside down lol.

Haha love the page 3 celebration. Smile


the-John-Doe,thank you, would love some more stuff from you. Smile


Ok finally got some time to fool around with the steam watch that I started with earlier. A bit of a rough concept but the main parts are there, I doubt it will work Lmao. Made for the speed model session but I didn't rush it, 2 hours effective modeling. took a couple of hours to make the composition and materials and such.
I really need to dive into armature "bones" as a next assignment.
Ah damn this post became lenghty aswell. Shocked
Back to top
View user's profile Send private message Send e-mail
durgldeep
member


Member #
Joined: 14 Sep 2001
Posts: 859

PostPosted: Sun Sep 26, 2010 8:24 am     Reply with quote
Hmmmm, will finish posting this first (before replying):

Googled and googled for an 'intersect all' function (Blender): how to intersect two cubes, for example (ie. make an edge/vertexes appear along intersecting planes (such as the intersection marked by the center point (below)): fuse all edges and faces into a single object):



Doesn't look like there's an easy answer... My solution: do it in Sketchup (couple clicks) and import (hehe):



Nice surprise, it's triangulated already (apparently a result of .dae export; perfect for export to Sculptris). Am setting the stage for some fancy stonework (inspired by the interesting (and kinda crappy) irregular surface of the "page three" experiment): bas relief...
Back to top
View user's profile Send private message
Quintus Dias
member


Member #
Joined: 11 Sep 2010
Posts: 387

PostPosted: Sun Sep 26, 2010 10:28 am     Reply with quote
I can't remember what you called the function in 3d studio Max but I remember you could make things hollow and such with a cube and then a tube running through it.
This you cannot do in blender, well you can do it but not effectively without triangles messing with your mesh. Blender works with quads which makes for poor render results with triangles....
I tried high detail sculpting in sculptris previously but there's a loss of detail.

There are ways to work around this. Smile



If one render a face divided into a triangle you get loss in the normal when adding a smooth group.



.


Last edited by Quintus Dias on Sun Sep 26, 2010 10:48 am; edited 1 time in total
Back to top
View user's profile Send private message Send e-mail
Quintus Dias
member


Member #
Joined: 11 Sep 2010
Posts: 387

PostPosted: Sun Sep 26, 2010 10:44 am     Reply with quote
But there is a boolean operation possible in Blender, forgot to mention.... The trick is that if you intersect two cubes in Blender you will still get those triangles, so I usually stay away from boolean operations.

You will find boolean operations under "modifer" section, there you can "union" "difference" or interesect as you previously mentioned.
Back to top
View user's profile Send private message Send e-mail
durgldeep
member


Member #
Joined: 14 Sep 2001
Posts: 859

PostPosted: Sun Sep 26, 2010 1:36 pm     Reply with quote
Thanks for all the help. Smile

I've never used 3d studio Max (thinking of someone else?) - or maybe u're just thinking-out-loud about the difference between the two programs? Smile

This reply was stalled by me learning a bunch of stuff about Blender, hehe -- and I should say I have nothing against Blender. I've got both installed: 2.49 "stable" and 2.5 Beta. This might be causing more confusion (in me) since most info I read doesn't say which version it's talking about. Also, rightly or wrongly, I'm using 2.49 (again because it's "stable", because the interface is (a bit more) familiar and because it does all I need it to do (which is deform Sculptris models)). Smile

While you were writing about Boolean operations I was reading about it (elsewhere); neat coincidence, hehe. More about the downside: "output polygons can be of generally poor quality". Yep, just tried and that's exactly what happens (in 2.49, at least)...

Understood that Blender is quad-based (and handles triangles less efficiently). I'm glad to see triangles and aim for triangles because Sculptris doesn't handle quads (at all?). Again, I have nothing against Blender, just my current 'workflow' is anchored in Sculptris. Mainly because the interface lets me work very quickly. Output is my main concern, ie. "quick'n'dirty" [the John Doe] or 'whatever works', etc. Smile

I don't know what a "normal" is - but I'll learn. Very Happy


Last edited by durgldeep on Fri Dec 10, 2010 1:29 pm; edited 2 times in total
Back to top
View user's profile Send private message
Sumaleth
Administrator


Member #
Joined: 30 Oct 1999
Posts: 2898
Location: Australia

PostPosted: Sun Sep 26, 2010 9:31 pm     Reply with quote
Dias, you're showing some good 3d work there. You've certainly improved a lot in your time away from Sijun. The abstract one reminds me of early Darrel Anderson.
_________________
Art Links Archive -- Artists and Tutorials
Back to top
View user's profile Send private message Visit poster's website
Quintus Dias
member


Member #
Joined: 11 Sep 2010
Posts: 387

PostPosted: Mon Sep 27, 2010 1:04 am     Reply with quote
durgldeep, yea I started out 3d studio and truespace many years ago that's why I compared, that was before the time in Sijun though. lol constantly reminder about ones own age.
Normal is the normal direction I assume? if you have an object the normal can be pointing away from the camera instead against the camera, glass reflection really suffers from that, hence you have to correct all normals. Well I am still newbie so don't trust my words here lol, much there is still to be learned my young padawan.
I believe you know a lot of stuff about Blender, I can see you are messing around with the software.
Things will be picked up that way, keep it up. Smile


Sumaleth, thank you, very kind. Smile I really liked that link with Darrels work, looks pretty cool.


oh my oh my I tried to keep it short. Embarassed

This is a pose test I made to reply with. I Find it difficult to pose, mainly because the mesh changes with the pose, haven't found a good solid way to weigth down proper areas... guess I need more tutorials about posing.
btw this mesh beneath has a lot of problems everywhere.
Back to top
View user's profile Send private message Send e-mail
durgldeep
member


Member #
Joined: 14 Sep 2001
Posts: 859

PostPosted: Mon Sep 27, 2010 10:30 am     Reply with quote
Quintus Dias wrote:
I believe you know a lot of stuff about Blender, I can see you are messing around with the software.
Things will be picked up that way, keep it up. Smile


Hehe - I know a lot less than I'd like to. Am learning in bits and pieces and it all adds up, yep. Smile

Re posing, I noticed in Blender I can be as 'brutal' as I want when rotating arms/legs/etc. (back in Sculptris the mesh sorts really quick, couple touches of the brush). But that won't help if/when I start rigging (or animating) in Blender. Also strict realism would complicate the posing issues (as in your illustration). Will have to do cartoonish stuff if I go that route (partly why I tried the monkey character) - but who knows? As you say, "Amazing what kind of resolution you can get in 3d sculpting these days....". Another big software change/advance (re posing or whatever) could be just around the corner. Smile [fingers crossed]
Back to top
View user's profile Send private message
Quintus Dias
member


Member #
Joined: 11 Sep 2010
Posts: 387

PostPosted: Mon Sep 27, 2010 1:17 pm     Reply with quote
yea you know they have this hardcore modeling challenge over at Cgsociety and the detail that they can create with sculpting is amazing, hope to get there some day.
durgldeep, u know I thought I could show you the multiresolution, better work with the latest beta though. I currently use the official 2.54 beta, been thinking about som latest builds because the obj exporter doesn't work in this version.
Anyway, the multires is pretty sweet; I managed to get up around 2 million vertices with it but then it lags. oh wait scrap that I just tried with 1.5 million which was enough for my 4GB Ram... However I previewed lower and managed to get to 6 million in sculpt mode.... crazy lagging though Lmao.

This one here is around 100 000 vertices, subdivide with simple and it keeps the base structure.
Back to top
View user's profile Send private message Send e-mail
durgldeep
member


Member #
Joined: 14 Sep 2001
Posts: 859

PostPosted: Mon Sep 27, 2010 2:31 pm     Reply with quote
Edit [mumbles about sleepwalking, or something]:

Just realized I *forgot* to post the "multiresolution" reply (partly because it's me complaining about jargon (forgettable)). Sorry about that (disconnect).

Thanks for mentioning it again. Saw a similar image (as above) when I first read about Blender adding the 'Sculptris' function. Forgot that Python makes a difference in performance and that likely Sculptris is not associated with Python (?). Which might explain why my (Sculptris) lag limit is about 150,000 faces (more if wireframe is hidden, though I don't know how much more).

Anyhoo, this machine is 4GB RAM... Will check it out. Smile
Back to top
View user's profile Send private message
Quintus Dias
member


Member #
Joined: 11 Sep 2010
Posts: 387

PostPosted: Tue Sep 28, 2010 12:59 pm     Reply with quote
Kept doing the steam punk theme, these are steam punk glasses. Kind of attractive idea actually, steampunk.

There's an idea with these glasses, the glass protector closes when there is too much UV radiation...everything driven by steam by automatic.
lol, ah well I liked the idea, makes more sense about the detail with an explanation.

Back to top
View user's profile Send private message Send e-mail
durgldeep
member


Member #
Joined: 14 Sep 2001
Posts: 859

PostPosted: Wed Sep 29, 2010 1:04 pm     Reply with quote
Didn't know about the Steampunk genre ( http://en.wikipedia.org/wiki/Steampunk ).
Awesome model (and lighting, etc.), as usual. Smile

Can't justify spending more time on this (below). Couple days ago I botched it badly...
Yesterday it seemed to just 'flow' (dunno what's up with that). Addictive (adding more and more detail) but gotta move on.



Back to top
View user's profile Send private message
Quintus Dias
member


Member #
Joined: 11 Sep 2010
Posts: 387

PostPosted: Thu Sep 30, 2010 5:11 am     Reply with quote
Thank you very kind, that's a real neat hand btw. I like it

More posing experimenting, rather have just one piece of a character for now. Think I am starting to understand the weight painting, it is troublesome to make it the way I want though.
slapped on a quick texture for the legs, easier to see problem areas, there are a lot of them Shocked



You know durgldeep, Steampunk could be a cool theme here in the gallery finished.


I wonder where gotnoSpoons went?
Back to top
View user's profile Send private message Send e-mail
durgldeep
member


Member #
Joined: 14 Sep 2001
Posts: 859

PostPosted: Thu Sep 30, 2010 6:33 pm     Reply with quote
Quintus Dias wrote:
You know durgldeep, Steampunk could be a cool theme here in the gallery finished.


I like that idea (now that I've corrected my ignorance re Steampunk, hehe -- first visual association was C-3PO, then Metropolis (of course)); especially as a 'middle ground' 3D method (maybe it's not intended that way). Didn't really clue until I saw the glasses (above) what can be done with straightforward geometry (and the right theme/genre). Smile

Have watched only one (Blender 2.4*) tutorial that demonstrates the whole process, modelling-to-animation (part 01). Weight painting definitely looks "troublesome" (might be understatement, hehe); good example in part 22 (@14:40)...
Back to top
View user's profile Send private message
Quintus Dias
member


Member #
Joined: 11 Sep 2010
Posts: 387

PostPosted: Fri Oct 01, 2010 6:07 am     Reply with quote
Regarding weight painting, it could be that I didn't divided the low poly mesh enough. Just thought of that earlier today, I had subdivision set but didn't apply it. Maybe the information wasn't read because of that.
Hmm...


Some shameless promotion for my site, I added my first texture today. Had to experiment with the texture to see what could be done with it.

The texture can be found on my site in the texture section, just added it today. Smile
http://www.umbus.com
Back to top
View user's profile Send private message Send e-mail
Quintus Dias
member


Member #
Joined: 11 Sep 2010
Posts: 387

PostPosted: Fri Oct 01, 2010 7:44 am     Reply with quote
Thing is as I learned from this tutorial I am gonna post here is that when you weight paint you mark the bone that is gonna be affected.
I wish they would discuss the mesh more in detail, especially with different sections.
Sure as in this tutorial you weigh over the bone area, ah well I am not gonna ramble.... I think that one learns from doing, gonna keep experiment with it. Smile

Here's a good tutorial, haven't finished it yet though.
Just the first part.
http://wiki.blender.org/index.php/Doc:Tutorials/Animation/BSoD/Character_Animation/Upper_body_armature


Maan my internet is shaky today, keeps bouncing me offline. Evil or Very Mad
Back to top
View user's profile Send private message Send e-mail
Tomasis
member


Member #
Joined: 19 Apr 2002
Posts: 813
Location: Sweden

PostPosted: Fri Oct 01, 2010 9:57 am     Reply with quote
lovely stuffs, durgledeep and matthew

steampunk is not bad theme, i think. I will definitely look into it for doing 2d stuffs.

I was impressed when I checked Sintel movie when I found the link by accident in Cgsociety forum. Wow, was it done with Blender?Oh yeah, opensource rules Smile

Sintel is best movie I have seen, less plastiscky.. more subtle lighting, colors, more varied textures, material properties. maybe it is postproduction job hehe

anyway, keep it up , dudes!
Back to top
View user's profile Send private message Visit poster's website
durgldeep
member


Member #
Joined: 14 Sep 2001
Posts: 859

PostPosted: Fri Oct 01, 2010 9:40 pm     Reply with quote
Shameless! Wink
Hmmmm, thought I visited your site before, Quintus Dias; maybe it was newly created (can't recall what I saw - maybe there were no images yet...).
Very nice texture (reminds me of shipping; love rusty doors, forklifts, etc.). Smile

Doing some research: Google images for "Steampunk". (Oh wow, a steampunk cameo: http://www.making-jewelry-now.com/images/steampunk-cameo-brooch-21202119.jpg ).

Quick'n'dirty piping (below). Seem to recall Blender has an extrude-along-a-path function too (don't know where/how); did this in Sketchup; import; Mesh/Faces/Convert Triangles to Quads. High face count but will worry about that later (can find Modifiers/Decimate but - long story); good enough for concepts. Still in B2.49, yep; 2.54b caused some minor 'issues' and I lost patience; will tackle that later, too; hehe. Ditto re weight paint (later). Hit a flat spot yesterday (no motivation/inspiration); disaster!; must keep ahead of that (pausing to think or wrestle with stuff is a killer). Smile [Er, stumbling onto Alessandro Calza might have had something to do with it too, lol.]

Tomasis, thanks. Smile "Open source rules", agreed! Hehe. But don't get me started on 'Heraldic French', gatekeeping, etc. - oops, too late. Embarassed Even in freeware, one thing that irks me is opaque terminology (see "Boolean", lol). Where there's talent I think there should be open doors to developing it (yay Sketchup, GIMP, Inkscape, OpenOffice...). That's the great thing about open source in general (including Blender): blows the doors off. Very Happy



Last edited by durgldeep on Sat Oct 02, 2010 10:13 am; edited 1 time in total
Back to top
View user's profile Send private message
durgldeep
member


Member #
Joined: 14 Sep 2001
Posts: 859

PostPosted: Sat Oct 02, 2010 5:53 am     Reply with quote
"Screenshot" still generating unreadable jpgs (am doing it manually). Imported mesh is messed up but I know how to sort it (should have thought of it before). Avoiding showing the mesh got me fiddling with lighting - but *fail* re turning on cast shadows (no big surprise).



Last edited by durgldeep on Sat Oct 02, 2010 1:23 pm; edited 3 times in total
Back to top
View user's profile Send private message
durgldeep
member


Member #
Joined: 14 Sep 2001
Posts: 859

PostPosted: Sat Oct 02, 2010 10:07 am     Reply with quote
I will have shadows, dammit. Wink
Overhaul in Sketchup (where everything's straightforward [cough])... Smile

Back to top
View user's profile Send private message
Quintus Dias
member


Member #
Joined: 11 Sep 2010
Posts: 387

PostPosted: Sat Oct 02, 2010 1:12 pm     Reply with quote
About Sintel, there sure has been controversy around the forums regarding the new short movie, the negatives have been talking about older generation of graphics.
I actually agree that it could have been made better, blender should be more powerful than what they could come up with.
I am really grateful that they do the movies though, the movies are made along side with development on Blender where they find useful stuff in the movie added to the Blender.
I just watched the trailer earlier today, I liked the story but some things didn't make sense. Someone attacked her �n the snow, where did he come from?
lol some scenes were just weird.

thanks guys, durgldeep & tomasis.

durglgeep, have you activated cash shadow?
Back to top
View user's profile Send private message Send e-mail
Display posts from previous:   
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    Sijun Forums Forum Index -> Gallery/Finished Work All times are GMT - 8 Hours
Goto page Previous  1, 2, 3, 4 ... 15, 16, 17  Next
Page 3 of 17

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum




Powered by phpBB © 2005 phpBB Group