A View Through The Mirror

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Comments

  • backgroundbackground Posts: 915

    I think one of the problems with making 3D stuff is that there is no limit on how much you can put into a model ( apart from system resources ) but there comes a point where you have to ask yourself 'is this ever going to be seen, or will anyone notice that it's there?'. One extreme example I read about from the model railway side was a guy who put a figure of a man sitting on the toilet into the toilet compartment of a railway coach, where this compartment had white glass in the window, so he would never be seen again once the roof was fixed onto the coach. He wasn't crazy, it was a joke, he said the figure respresented one of his school teachers who would never let anyone leave the class to go to the toilet, so now he's locked in a toilet with no door for eternity, even if only in model form. 

     

  • 3DIO3DIO Posts: 441
    edited June 13

    background said:

    I think one of the problems with making 3D stuff is that there is no limit on how much you can put into a model ...

    I can relate to that.  I'm exactly the same when it comes to anything creative (which is why I never seem to finish anything).  You're putting in some serious effort to get things right.  Possibly even too much for an initial story, unless perhaps these details are vital to the story itself.

     

    Post edited by 3DIO on
  • barbultbarbult Posts: 27,174

    richardandtracy said:

    I wouldn't want to buy anything from a shop that sold stuff I made... Regards, Richard

    But you make useful stuff. Did you notice that the kitchen scenes in the latest Richard Haseltine story used your cat food bowl? 

  • richardandtracyrichardandtracy Posts: 7,842
    I did, thanks. I make freebies, because I'm not entirely convinced they're either good enough or detailed enough to sell. And the other reason, is giving a bit back in return for all the freebies I've benefitted from. Regards, Richard.
  • backgroundbackground Posts: 915
    edited June 14

    Here's where the campanile tower is now. Still some bits untextured, and I know there should be another door at the bottom left ( which we might never see in the story.) I added a guy for scale. I scaledf the tower up a bit after this render. Wiki says it's about 90 feet, so a bit short as shown here. Also the two doorways should have arched tops, it never ends, and there's a statue on a spiral plinth set into the wall opposite the clock ( blue circle here ). Not sure if that's worth adding, there has to be a compromise between accurate and good-enough..

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  • backgroundbackground Posts: 915
    edited June 17

    Just to show a bit of progress, here is the current state of the tower here is a view that shows the sense of scale. I have been working on the small yellow structure to the right of the tower, it's like part of an Escher maze. The blue circle is the clock. I have given up trying to find a decent image of it, so instead I shelled out on some Roman clock numerals, and have started making the clock face.

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  • kenmokenmo Posts: 1,203

    That is a beautiful model of a Toyota 2000GT. Is this model available at the Daz shop?

  • backgroundbackground Posts: 915

    It's from Renderhub, 'Toyota 2000Gt 1969 for DAZ Studio' by Nerdadantes. It  is a very nice model, I changed the bodywork colour.

  • 3DIO3DIO Posts: 441
    edited June 20

    background said:

    Just to show a bit of progress, here is the current state of the tower here is a view that shows the sense of scale. I have been working on the small yellow structure to the right of the tower, it's like part of an Escher maze. The blue circle is the clock. I have given up trying to find a decent image of it, so instead I shelled out on some Roman clock numerals, and have started making the clock face.

    In its unfinished state, the angle, the sky colour and those untextured parts make it look very tropical!

     

     

    Post edited by 3DIO on
  • barbultbarbult Posts: 27,174

    You sure are putting a lot of work to support your story. I hope to see it appear in many episodes.

  • backgroundbackground Posts: 915
    edited June 20

    "Number 17 is skilled in the art of lucid dreaming, He and the  patient will experience a shared dream during which , the patient will see number 17 as his head of department. Number 2, you will be able to give instructions to number 17, but he can only reply within the dream."

    This is getting out of hand because the dream episode was supposed to happen a lot later in the story. Suffice it to say Number 17 is the guy laying on the bed on this side of the curtain, Number 2 is the older guy who is standing, and he is the chief administrator ( for the moment ). The girl ( Number 42 ) is a doctor who understands the technical side  of the procedure. I will have to have a word with Number 2, he's standing there like a tailors dummy, and it looks like his suit hasn't been pressed for some time.

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  • backgroundbackground Posts: 915
    edited June 20

    Here is a close-up of Number 17, but he won't look like this in the dream, at least not to start with...

     

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  • backgroundbackground Posts: 915
    edited June 20

    The buildings are driving me slowly crazy. I have the 'map' which I showed earlier, but I now find that the angles between building on the map don't match photos. I struggled for nearly a day trying to balance the height of the steps on the yellow structure with the overall height of the building as seen from eyelevel photos, and the number of steps as seen from an aerial view, and it just wouldn't  work. Finally I found a screenshot which shows the steps on one side are each about 18" high, so much higher than normal. I do know that Clough-Ellis played a lot of tricks with the architecture, so far the following details have emerged from various sources:-

    The buildings are about four fifths the size they would normally be.

    A lot of windows are 'Trompe-l'œil', ie fake windows painted on the walls. Some of the 'buildings' are just a wall, with these windows painted on them. Many building are painted different colours on each side, so it's not always clear that you are looking at the same building in different photos. ( or if you were walking around ).

    Many buildings are painted with washes of darker colour on the lower part of the wall, and lighter colour toward the top, this is deliberate to give the effect of weathered plaster..

    The trickery extends to the tower, there is no access to the upper levels from the base of the tower, access is via the yellow structure alongside.

     

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  • WendyLuvsCatzWendyLuvsCatz Posts: 41,171

    looking good yes

    ... but you can do your own interpretation, after all remakes are often quite different in the world of TV and movies

  • backgroundbackground Posts: 915
    edited June 20

    WendyLuvsCatz said:

    looking good yes

    ... but you can do your own interpretation, after all remakes are often quite different in the world of TV and movies

    You are right Wendy, I probably should make my own interpretation.but I tried that earlier in the story, and struggled to make something workable, I'll have another try. Strangely it doesn't bother me that the characters look nothing like the originals, in fact i prefer it that way.

    I Ideally what I would like, is a set of landscape sections, which can be connected together to make parts of a much larger scene, each section having a building or other feature on it, sort of like a jigsaw. ( kind of like the way wargamers buid a landscape ).That would allow me to put some sections into a scene, where a part of the story takes place, without having to have one huge scene with all the sections together. Kind of like a render plane but for scenes. That's what I was working towards.... a scenery tile with just the tower and it's base, another tile for the yellow structure etc so if I'm using the tower viewed behind a large building I can leave the yellow structure out of the scene.

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  • backgroundbackground Posts: 915
    edited June 20

     

    "This device will enable us to monitor the patient's dream"

     

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  • backgroundbackground Posts: 915
    edited June 20

    "And we can visualise it on the screen here"

     

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  • 3DIO3DIO Posts: 441

    I keep looking at that screen expecting a face to appear for some reason!

  • backgroundbackground Posts: 915
    edited June 26

    It's way too hot for renders here, I did make a start on a simplified  'green dome' ...

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  • WendyLuvsCatzWendyLuvsCatz Posts: 41,171

    very cool render

  • backgroundbackground Posts: 915
    edited June 26

    Thanks Wendy, I'm seriously thinking of putting the story on 'hold', right now it's too hot to think about complex storylines, and I'd really rather work on the buildings. This is probably about as close as we need to see the whole building, so not much point adding details around the back ( I did, and then found a photo that shows I got it completely wrong. ). When the character go to the building you just see this short of shot and then jumpcut to  the doorway really. The doorway can be a separate model.

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  • chris-2599934chris-2599934 Posts: 1,970

    No need to make a perfect replica of Portmerion (unless you really want to), just make something of your own that's inspired by it. Arguably, that would be more true to the spirit of the place than a perfect replica would.

  • backgroundbackground Posts: 915

    chris-2599934 said:

    No need to make a perfect replica of Portmerion (unless you really want to), just make something of your own that's inspired by it. Arguably, that would be more true to the spirit of the place than a perfect replica would.

    Thanks Chris, yes I have thought along those lines. I have an alternate environment, but I think it needs at least some Portmeirion buildings, otherwise we have a random guy, in a random village. I suppose that's what it supposed to be though.

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