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My first Prop - The Forgotten Chapel - WIP [Commercial]
Posted: 22 November 2012 03:21 PM   [ Ignore ]   [ # 31 ]
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@Zev0

I thought about a gothic stone ornament thingy for the windows. And yes, i need a lot more debris and broken things - and weed, but i spare this for the end. smile


@Gedd

I know. Like i said, right now i do the modelling and diffuse etc. And to save time, i have nothing else to render (like AO, reflections or whatever smile )

@Szark

don't spoil this excellent modelling and texture work by using desaturated diffuse maps to make the Bump, Displacement and Spec maps


Could you explain this please?

As far as i understood it, nearly all bump or displacement maps originate from the according diffuse map. You can blend things out, strenghten other areas or add extra detail etc, but the foundation is the diffuse... or am i wrong?

Thanks!
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Posted: 22 November 2012 03:32 PM   [ Ignore ]   [ # 32 ]
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Very nice. Looking forward to seeing the finished version! smile
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Posted: 22 November 2012 04:17 PM   [ Ignore ]   [ # 33 ]
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ErichSchreiner - 22 November 2012 03:21 PM


@Szark

don't spoil this excellent modelling and texture work by using desaturated diffuse maps to make the Bump, Displacement and Spec maps


Could you explain this please?

As far as i understood it, nearly all bump or displacement maps originate from the according diffuse map. You can blend things out, strenghten other areas or add extra detail etc, but the foundation is the diffuse... or am i wrong?

Thanks!
Yeah sure. No not wrong well depends on how well you know your image software. What some vendors do is to take the already made diffuse map and turn it in a greyscale image, job done which many of us don't like to see.

The best way to make proper bump and displacement maps is by using something like zBrush for example which lets you apply the desired bump and displacement effects independently from the diffuse map,

Or making the bump and displacement maps at the same time as the diffuse but not from the diffuse, making sure each effect is the proper level of greyscale. Just turning a coloured map in greyscale and tweaking it really is not the desired way for quality products IMHO.
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Posted: 24 November 2012 04:22 AM   [ Ignore ]   [ # 34 ]
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@canberra_boy

Thanks!

@Szark

Well, i will create the bumps and displacements before setting things up in poser and daz. Wish me luck smile


Added some more debris. Next will be the windows, then a few plants, re-adjusting some textures, creating all other needed maps and bringing it all into poser and daz - well, at least i have a plan smile
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Posted: 24 November 2012 04:27 AM   [ Ignore ]   [ # 35 ]
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Good Luck.
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Posted: 24 November 2012 02:45 PM   [ Ignore ]   [ # 36 ]
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...that is looking really good. I could see my Leela hiding from a Serb Patrol in the corner behind the cross.
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Posted: 26 November 2012 11:29 AM   [ Ignore ]   [ # 37 ]
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@Szark

Thanks!

@Kyoto Kid

I will try to prepare the right corner behind the cross with more greenery etc. tomorrow. Should become a nice hideout.

Thanks!


Added a few plants today. Tomorrow i will test the ivy generator - in case the geometry will become too heavy, i will have to try it by hand.

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Posted: 26 November 2012 11:40 AM   [ Ignore ]   [ # 38 ]
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Luck you don't need it really......loving the whole thing.

Ivy Gen the standalone version or do you have one for Lightwave?
From memery the Ivy Gen standalone is pretty good depending how many leaves you attach, how lush you want it to be. Have you used it much? I played with it a while back and found I had to invert one of the axis on export before loading it in the Ivy Gen. But being my age I can't remember which one. smile
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Posted: 26 November 2012 02:02 PM   [ Ignore ]   [ # 39 ]
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I will try this one:

http://vivec3d.com/3d-ivy-generator-2012/

Do you mean something else? (looking for IVY Gen now on google ...)

I am not sure if theres a lightwave plugin version for this generator. I never tried it myself, but i read somewhere on the forums, that it produces heavy geometry.



Thanks.
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Posted: 26 November 2012 02:12 PM   [ Ignore ]   [ # 40 ]
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Yes that one...it has been around for a while and updated

No I don't know if it can be used in LW, I would guess not. I was asking if you had a plug-in for LW that you would be making the Ivy with. I sometimes forget we all are not native english speakers....sorry about about that.
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Posted: 27 November 2012 09:15 AM   [ Ignore ]   [ # 41 ]
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Hey Pete, no prob smile

I bet i write a lot of funny things from time to time either, but well, as long as i get the point across ...

It is a standalone program. I tried to get some ivy into my scene but it was all too heavy - and finally, i saw the bluescreen again smile

So i got rid of the ivy and call it done for now. Next step is to get all into poser / daz. I have daz studio 3 and poser 7, so these will be the lowest versions it will work in.

The coffin and its top will be separate objects, so that figures can be placed inside. The set should work even without the coffin.

I will have to buy some small proggies too. UV mapper and two from Jack Tomalin, for creating the poser files etc.

BTW, i thought it would be better to have no groundplane because now, you can place it into wherever you want (urban environment, grassy env, etc). Am i right?
[ Edited: 27 November 2012 01:08 PM by drakken3d ]
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Posted: 27 November 2012 02:19 PM   [ Ignore ]   [ # 42 ]
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Szark - 22 November 2012 04:17 PM
..The best way to make proper bump and displacement maps is by using something like zBrush...

Blender also can do this and has 3D brushes like zBrush for creating the texture used for displacements. Not nearly as sophisticated as zBrush ofc, but it's free.
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Posted: 27 November 2012 02:50 PM   [ Ignore ]   [ # 43 ]
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And Blender, in my opinion, is one of the best UV mapping programs around...
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Posted: 27 November 2012 04:25 PM   [ Ignore ]   [ # 44 ]
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and you don't need UVmapper to Turn Off Normals as Blender can do it. smile
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Posted: 03 December 2012 12:24 AM   [ Ignore ]   [ # 45 ]
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@Szark

Well, i bought it and it found a few errors modo seems to have overlooked. So i think the more softwares look for errors (and find them) the better smile

Right now i am trying to get the whole thing into poser. It seems, that i can only have the same texture map as bump and displacement in poser, which is weird. The displacement thing does not work that good, so for future projects i think it would be better to do things like the ornaments arount the sarcophag in zbrush and do the normal map thingy smile

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