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Author   Topic : "The 3d thread"
durgldeep
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PostPosted: Sun Oct 03, 2010 6:59 am     Reply with quote
No Blender shadows yet. Again, not gonna stress re not finding something so well hidden. lol

Interesting coincidence, someone just sent me a link to Sintel (YouTube). Haven't been paying attention to the various discussions (no idea what it was/is)...

Edit: now I see there are two others:

Elephants Dream
http://www.youtube.com/watch?v=TLkA0RELQ1g

Big Buck Bunny
http://www.youtube.com/watch?v=YE7VzlLtp-4

My amateur opinion: [withdrawn]. Wink


Last edited by durgldeep on Sun Oct 03, 2010 12:11 pm; edited 3 times in total
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Quintus Dias
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PostPosted: Sun Oct 03, 2010 7:50 am     Reply with quote
durgldeep, yey! wuw 4 pages. Shocked


Made a low poly mesh with multiresolution, converted the mesh before sculpting because it messed with the lowpoly mesh.
Made for speed modeling in cgsociety, time limit 1 hour.
Pretty shaky anatomy, yea I know. lol



ok tea time for me
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durgldeep
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PostPosted: Mon Oct 04, 2010 11:39 pm     Reply with quote
Page 4, yep - wooo-hooooooo! Very Happy
Feeling guilty because I started three pieces and didn't finish any of them. Embarassed
Will have to do a speedie (as above) so I don't overthink/overwork it...

Unrelated: just saw an (older) Peter Jackson interview where he says (re The Lovely Bones), "When you're adapting the book, you really have to cast aside everyone else's opinion and just make it very selfishly for yourself. I mean, that's the only healthy thing that you can really do."

That word "healthy" is very interesting/unexpected/relevant - useful re other stuff I'm doing (or not doing; avoiding, actually; hehe). Have been dreading writing a script, partly because I'm mixing my opinion with others.

Anyhoo, maybe that video is good inspiration for starting a writing/scripting thread (something I haven't seen in Sijun; or simply overlooked), ie. writing is an art too (well, possibly "craft", okay) and likewise there are things to avoid... Smile

[Edit: back to Big Buck Bunny for a sec. Here's a video that shows the rigging for the rabbit - but apparently those controls aren't Blender? (ie. thought the movie was made entirely in Blender).
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Quintus Dias
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PostPosted: Sat Oct 09, 2010 2:21 pm     Reply with quote
Had problems with the render for this one so these are pretty bad, made for speed concept modeling session.
Must perhaps download an older version of Blender to be able to fix the renders, got some poor results when it comes to some settings. Sad

5 hours, had to simplify like crazy during the last 2 hours heh.



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Sumaleth
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PostPosted: Sat Oct 09, 2010 4:05 pm     Reply with quote
I like them. The rendering artifacts actually add something to the low-polygon retro feel.
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Quintus Dias
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PostPosted: Mon Oct 11, 2010 12:50 am     Reply with quote
Sumaleth, appreciate it, thank you. Had some problems with normals on the actual smoothing, had to make it retro lol. Smile

Here's the render with smoothing, sure made my eyebrows twist before I found the problem in the render setting.
Original concept is from a guy over at Massive Black, can't remember his name but this concept was just for modeling practise so not gonna be used for anything else.
Original task; speed concept session over a Cgsociety.



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Quintus Dias
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PostPosted: Mon Oct 11, 2010 12:53 am     Reply with quote
btw I didn't have time to make his thumbs haha. Shocked
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Tomasis
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PostPosted: Mon Oct 11, 2010 3:08 am     Reply with quote
Quintus Dias wrote:
btw I didn't have time to make his thumbs haha. Shocked


maybe it doesnt need . it is robot after all Very Happy

nice 3d btw!
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Quintus Dias
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PostPosted: Mon Oct 11, 2010 6:53 am     Reply with quote
Tomasis, somehow; you know adding too much sometimes messes up the composition, that was not the case this time however. lol. Very Happy Appreciate your comments, thank you.
Vad h�nder annars? g�r du p� skolan fortfarande? Ska f�rs�ka mig p� en Yh utbildning till n�sta �r t�nkte jag.


Uploaded some more textures on my site, feel free to download them if you want guys.
Made a texture test with this batch aswell.
For some reason I like to try the textures out before adding them to the site, lol must be some kind of syndrome that.
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Quintus Dias
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PostPosted: Thu Oct 14, 2010 6:07 am     Reply with quote
Tried another one with similar tecnique, still messing around with different settings for unwrap.


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Tomasis
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PostPosted: Fri Oct 15, 2010 2:32 am     Reply with quote
matthew, cool axe Smile jag g�r fortfarande i skolan ja men om en m�nad b�rjar praktiken som forts�tter fram till juni. jag har inte hittat n�gon studio �nnu *desperat* r�kar du k�nna n�got super litet spel f�retag i s�dra sverige kanske? ..vad f�r KY utbildning har du t�nkt ta? ha de g�tt
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Quintus Dias
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PostPosted: Sat Oct 16, 2010 4:38 am     Reply with quote
Tomasis, tackar. Smile T�nkte f�resl� Grin men efter lite s�kande verkar det som de lade ner? Hittade n�got med bitsquid...
http://www.bitsquid.se/index.html
L�ter coolt med praktik. Smile
Jag funderar p� programmering, kikar lite p� Python just nu.



Messed around with array and different shapes, found out that you could render the reflection instead of the shape.
Interesting approach.
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durgldeep
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PostPosted: Sat Oct 16, 2010 6:12 pm     Reply with quote
QD, awesome as usual - and over my head (as usual, hehe)...

Been slacking - trying a bit of architecture (very unfinished)...

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Quintus Dias
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PostPosted: Sun Oct 17, 2010 10:22 am     Reply with quote
durgldeep, how's it going with Blender? I like what you have there, architecture stuff is always good practise. What version do you use with Blender?
I can help you with cast shadows if you want.
Btw are you over at Cgsociety? I made the speed session this time overthere, sure is good practise to model something from a list with time limit. If you want I can give you the link so you can join us overthere? Smile


Tried a speedy dragon but the topology was kind of messed up and the feet couldn't be saved, sure made a lot of more errors which screwed up the Mesh.
Snif. Crying or Very sad
Ah well everything is in the learning process, right? Very Happy


ok back to Roman inspiration. ("Rome series")(I love Roman stuff lol)
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Quintus Dias
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PostPosted: Tue Oct 19, 2010 5:08 am     Reply with quote
ok I'm going into hiatus in this thread, gonna focus and spend some time in the theme thread from now on.
Hope to see you guys in the SteamPunk Thread. Smile


Still messing around with some illustrative settings and such, compositing. This one became like a bad lit commercial scene though, was fun to experiment with a golfball. Hard to make it convincing in a short time period.
That because of the non triangle support, I was told triangles work on flat surfaces in Blender though, good to know I believe.


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Freddio
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PostPosted: Tue Oct 19, 2010 6:30 pm     Reply with quote
Hey Guys, here are a few old products I designed.














[img]
http://s3images.coroflot.com/user_files/individual_files/164789_F_5sYeemA7d_KTJuykDHmekFY.jpg[/img]
























This on is a photograph of the final product.


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Quintus Dias
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PostPosted: Wed Oct 20, 2010 10:04 am     Reply with quote
Freddio, wow awesome, you're very good. Smile
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durgldeep
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PostPosted: Mon Oct 25, 2010 1:09 am     Reply with quote
Quintus Dias wrote:
durgldeep, how's it going with Blender? I like what you have there, architecture stuff is always good practise. What version do you use with Blender?
I can help you with cast shadows if you want.
Btw are you over at Cgsociety? I made the speed session this time overthere, sure is good practise to model something from a list with time limit. If you want I can give you the link so you can join us overthere? Smile


[sigh] Sorry for disappearing. Haven't found a way to stop life from interfering - but I will never give up! Wink

Thanks for offering to help with shadows. I should have remembered the description, "post questions or ask for feedback", and asked for help [/blockhead].

Had a bit of drama with Blender ("latest beta"): new install locked a desktop icon. Long story short: blew everything away and reinstalled 4.49...

Quite sure I have a cgsociety ID - but my main project/focus is parked here already. And the break turned out to be a good thing: I thought of a way to solve the story/pacing problem (knew it existed, just couldn't get perspective on it). Combining two stories into one easily doubles the pace and makes the plot more intense/interesting (separately they were boring even me, hehe).

Switching to SteamPunk BookCover seems a good time for me to go do what I'm *supposed* to be doing. Knew I needed a break (from the other stuff) and this thread was a lot of fun. Smile
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Quintus Dias
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PostPosted: Mon Nov 01, 2010 2:00 pm     Reply with quote
durgldeep, yea things sure do take time, knowing that you are working on a story aswell I am sure you got your hands full.
Yea I should work more on the steampunk bookcover though Smile
Think I am having some ideas when it comes to illustrations for my site, guess that will be a future project though.

Tennis raquet made for the speed sessions, always good to try out some different things. In this case it was the strings making it complicated to finish it within the time limit....
pretty bad texture work, I know. lol
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Quintus Dias
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PostPosted: Tue Nov 02, 2010 6:49 am     Reply with quote
Made a new texture and tried to make a more appealing illustration, a bit dark though.
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Tomasis
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PostPosted: Tue Nov 02, 2010 6:59 am     Reply with quote
matthew, wow that last is awesome. almost like a photo Shocked
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Quintus Dias
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PostPosted: Wed Nov 03, 2010 11:07 am     Reply with quote
Tomasis, you think? You are very kind. Very Happy


Speakers, 1hour and 15 minutes.
Keep finding settings about texture, starting to make sense actually lol.
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Quintus Dias
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PostPosted: Sun Nov 07, 2010 1:17 pm     Reply with quote
Cannon Smile
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durgldeep
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PostPosted: Mon Nov 08, 2010 10:56 pm     Reply with quote
Quintus Dias wrote:
durgldeep, yea things sure do take time, knowing that you are working on a story aswell I am sure you got your hands full.


"Hands full"? Okay. Feels more like thumb screws. Very Happy
It's great though; the story has weight/density now; empty spaces
have disappeared (in the version that's running through my head...)...

Still watching this thread (of course) [lurk mode].
Tennis raquets and cannons - would like to see that. Who's got first serve? Shocked
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Quintus Dias
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PostPosted: Wed Dec 08, 2010 8:07 am     Reply with quote
Not sure this is the place to post 3d, feels like I am flooding when I do.
Anyway, been working on a horse lately, mainly for my site as a 3d resource.
The project was more difficult than I thought it would be, still not finished though. Mostly working on the texture now but there are some mirror issues since I didn't sculpt in mirror mode. lol

This is why I have been drawing horses lately, I try to visualize them in my head. Twisted Evil
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Tomasis
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PostPosted: Wed Dec 08, 2010 8:32 am     Reply with quote
wow it looks awesome!! it is hard to make organic models for sure..

i've been playing a bit with 3d lately.. it is tough.. im using Maya and its layout seems quite logical, maybe easier than Lightwave which I did use many years ago..
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durgldeep
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PostPosted: Wed Dec 08, 2010 7:47 pm     Reply with quote
Quintus Dias wrote:
Not sure this is the place to post 3d, feels like I am flooding when I do.


I (for one) vote flood! Very Happy
Always interesting/inspiring, QD - a lot of work/effort so why not show it? Smile

Been meaning to tackle horses - so much to do! Smile
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Tomasis
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PostPosted: Fri Dec 10, 2010 12:08 pm     Reply with quote
yeah flood Smile so sumaleth makes this thread as sticky

man, mudbox from autodesk is so fun (similar to zbrush).. after a few hours, you got know all basic functions. easy program, it suits artists well who are afraid for advanced 3d.. using the program, it feels like you are sculpting in real life

it will be easier for me to learn more in 3d realm when I play with animation, lighting, material.. it will be some day in future.. it would be fun if we make a short animation some day..

enough of rambling


first day of mudbox
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durgldeep
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PostPosted: Fri Dec 10, 2010 3:10 pm     Reply with quote
Quintus Dias wrote:
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.


Another go at 2.54 beta... Smile

QD, I'm not sure (still not sure, hehe) if multiresolution is meant to subdivide like Sculptris (which adds polys in areas of finer detail).
Likely I'm missing the point (not hard for me, lol). Was able to duplicate your cube (above)
but see no signs of automatic subdivision - though maybe that's not the point of multiresolution?

Tomasis, very cool first effort. Smile I really like the sharp/chisel-like angles/grooves in the horns (and sharp detail/texture overall) -
and devils/demons are always cool Smile. I see mudbox offers a free demo...

Interesting idea for a short animation, hmmmm...
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Quintus Dias
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PostPosted: Sat Dec 11, 2010 6:35 am     Reply with quote
Thanks guys you guys are very kind. Smile

Tomasis, wow that looks pretty cool. Yea true takes lot of time to learn a 3d package software, I prefer if one have all ingredients in one software though. Does mudbox have polygon modeling aswell?
Seems like you have added a lightsource and everything, neato. Smile

durgldeep, as you say there is no automatic subdivision, not sure if they will add it in later betas. Guess there's pros and cons without it though, I like that better than sculptris because then you can control the polygon amount.
But one looses detail and then you have to subdivide further into the model process. I am starting to think that the pro's with multiresolution is that you can have a rich detailed mesh over a low poly mesh. Hence lower resources used if you gonna texture paint and such.

I tried a rich vertices amount and then texture paint on this one, believe somewhere around 100 000 vertices. Not that much actually and the texture paint became laggy and slow, guess that's why some modelers save their low poly beneath. Hopefully one learns while trying. lol. Smile
1 hour sculpt testing...
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