Just an update on the neck pouch. Finished UV mapping, and testing a worn leather texture.
I also remapped Chris’ V4 neck cord, so you can match the texture with the pouch (old-n-worn). I will include a new texture map, and the UVS file for UVMapper (free version). All you have to do is load in Chris Cox’s neck cord into UVMapper, and then import the UVS file I created, export a new OBJ, and replace Chris’ in his Geometries folder with the remapped version.
M F M:
To answer your question, combination of Hexagon curves with thickness tool, and hand editing (for many hours) in Wings3D. I like doing things the hard way.
And, I like the first render in your post. Even if that is not what Aidana is looking for it would make a great bracelet or ring freebie. Great Cycles renders.
Just an update on the neck pouch. Finished UV mapping, and testing a worn leather texture.
I also remapped Chris’ V4 neck cord, so you can match the texture with the pouch (old-n-worn). I will include a new texture map, and the UVS file for UVMapper (free version). All you have to do is load in Chris Cox’s neck cord into UVMapper, and then import the UVS file I created, export a new OBJ, and replace Chris’ in his Geometries folder with the remapped version.
M F M:
To answer your question, combination of Hexagon curves with thickness tool, and hand editing (for many hours) in Wings3D. I like doing things the hard way.
And, I like the first render in your post. Even if that is not what Aidana is looking for it would make a great bracelet or ring freebie. Great Cycles renders.
WIP pic:
This is looking so awesome!
And I agree MFM, although the cylinder ring is not what the author want’s it would be totally cool to have in the runtime. I hope you don’t scrap it.
Y’know, working for/with you people is just waaaaay too much fun >_<.
Following is a screencap from Blender, showing the ring does eventually fit the finger (ok, it’s a V4 finger in DS3, but I’m _guessing_ Mike’s finger will follow roughly the same proportions), and a Real Quick Render(tm) from DS3 after a little sizing/scraping here and there.
To answer your question, combination of Hexagon curves with thickness tool, and hand editing (for many hours) in Wings3D. I like doing things the hard way…
Hmm… no argument there ... since you mentioned it, I had to try a quick knot in Blender - this was about 90 seconds with a curve… definitely the masochist, aren’t you? . Actually, I have a “decorative knots” book here (specifically, the Ashley Book of Knots)... I wonder if I should try plugging in a few (more complex) knots as a reuseable library of decorations (`.`)... maybe after this…
Y’know, working for/with you people is just waaaaay too much fun >_<.
Following is a screencap from Blender, showing the ring does eventually fit the finger (ok, it’s a V4 finger in DS3, but I’m _guessing_ Mike’s finger will follow roughly the same proportions), and a Real Quick Render(tm) from DS3 after a little sizing/scraping here and there.
Well this took a bit longer… and could have done with a bit more work nudging curves about… the humble sheepshank (^_^)h.
On reflection, Aidana, I was wondering (a) if the gem was now too small (looks a bit like an engagement ring rather than a Ring Of Powah imho), and (b) if it was worth my time nudging the ring out of “circular” to meet the contours of the finger (since you can probably do the same, faster, using deformers).
If the gem DOES need to be made bigger… would the snakes still be able to grip it the way they do? (if the author says “too smalllll! make it bigger! >_<”... then I’d welcome advice on what size the snake heads would be, and how they would clasp the gem (if they don’t open their mouths to hold it, like =8<(#)>8= ...).
The ring is working great MFM. It’s really too small to see on the front cover, but as I anticipated, we’ll be using it on the back cover to frame the blurb. I’ll show ya’ll soon :D
On another topic, someone mentioned deformers ... I don’t need it for this, but I do for another item. Problem is, I don’t know how to do it ... lol. I saw a video tutorial in passing but can’t find it now. Do you guys know of any?
Here is another progress post. How are we doing on time, Aidana? I can probably have it completed, packaged, and sent to you within two days. My Poserizing, and modifying for M4 (from default V4 base) did not go as well as expected today. I need to start again tomorrow, and make corrections (fit correctly on M4 with MT’s for the neck-cord, and rotate correctly at the pouch loop apex). Not a problem to complete it correctly, just need time.
Also, I have one more session with the textures. I need to create specular maps, clean up a few spots (at seams), and add a little distress variety.
Here are some more WIP pics showing the nearly completed work. You can either use pouch like pics below with displacement map, or without displacement lacing and original texture (I’ll include both). Side note; The previous post showing texture test looks different due to incomplete UV mapping, and from Wings3D view-port with low res mapping (512X512).
*EDIT: Regarding deformers, depending on the context you were discussing/learning about them, the only ones I know that I think you are referring to are magnet deformers in DS and Poser. If this is what you are referring to, than they are to deform meshes for things like to fix poke-through, and create custom morph targets. I was using Poser magnet deformers to create MT’s for the neck-cord tonight, but didn’t like the mesh warping, and loss of my custom joint parameter setup for the pouch. They have there uses, but are not the end all for all creation needs. I will do proper morph targets, and re-setup in Wings3D, or Hexagon tomorrow.
That, is an awesome looking pouch! (^/\^)... would go great at the waist on a belt too, I suspect, along with perhaps some hardened leather “square” pouches too. Just the thing for your average well-dressed ranger to store her random herbs in :D.