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You mean you think the grain should look better if it was more compressed?
I think that's what I mean. I think you should scale down the texture or increase the tiling to make the wood grain look part of a large roof rather than a small piece of wood.
Now that you pointed it out, it looks worse the wider the baord gets. Maybe I just use that texture on the beams, and use a different wood texture on the planks and plywood. It's not a tilable texture map, and I always hate the look of even so called tilable texture maps tiled. Even on tiles it looks bad to me lol. I will have to go check out my "storage shed"(it's a big trailer like mac trucks pull), I might even have a few sheets of plywood there to photograph, never know what I got hiding in that thing.
Kicking myself in the ass for not marking my seams as I built this thing, it woulda made the process a bit quicker I think. Or maybe just less tedious, who knows. Anyone know what a dark grey face means in blender? I normalized the normals, so it's not a reversed normal, it's also blue in the face orientation overlay view.
It's either a shading issue (how does it look when rendered?) in which case bevelling the edges or adding some more loops might help (or subdivision surface but that can get high-poly fast and need tidying up later), or it's a different material or a lighting issue (rotate the model, does it change?).
Sometimes you find there's an extra overlapping poly out of nowhere, or an n-gon (select by trait: loose geometry, internal geometry, by sides (greater than: 4) to see if you have anything like that)
It's weird lol. Didn't get nothing with those selct by traits, all the sharp edges are alreay bevelled. Imported it into DS and it looks all messed up. Oh well, can just get rid of that garbled piece, maybe I screwed up on the bevel or extrude somehow. Planar faces weren't looking planar at all.
Just want to mention that 3dbuzz.com is going out of business after 20+ years, and they are putting out many of their courses for free download. There are several Blender courses, in case anyone wants them. I'd get them while you can, don't know how long the courses will be given away. :)
There is a ton of tutorials on that list, I am sure a lot of people will find something useful. Even a few math classes in there lol
I saw that and RAN SCREAMING out of the room....the horror!
blender has a thing can fold a square into a sphere?
Subdivision Surface modifier will do that if you crank up the subdivision level.
Or, subdivide cube in Edit mode (the more the better) then press Shift+Alt+S and drag the mouse up and right till it is as rounded as you want it.
(If you really did mean square, then it will become a circle not a sphere of course.)
thanks. was looking for a way to put the nasa planet pictures on a sphere. some are square, some are rectangles.
I think that what you want is to create a sphere and then 'project from view'.
i saw a youtube thing showed a flat square becoming a sphere. i only remember it was blender. sadly i didn't save a bookmark. >.<
Not Youtube, but maybe this is the technique you want - https://escience.aip.de/visualisation/tutorials/blender-map-to-sphere/. I have not tried this, and it looks like the Blender version used is pre-2.8x, so some of the little details (hotkeys etc.) may be different.
Didn't give up, but it's taking a lot longer than I anticipated lol. Finished all the blender side stuff, slowly reassembling it back in studio lol. Got just the frame imported and saved so far.
You might be thinking of (in Edit mode) Mesh-> Transform-> to sphere (if the mesh has enough polys, it gets close to sphere like). Shift-Alt-S is apparently the shortcut.
I think the glossiness is a little too high. It looks like a very polished wood and I doubt you would find that in such a tower.
Everything else looks great.
Yeah, still got some tweaking to do on the materials, toned it down a bit already, but probably too glossy still. That's how far I got today. I am not the greatest at making material settings lol.
I really like the metal on the trap door but I am not a fan on the wood onn that. It looks like it has some kind of veneer on.
The rest of the wood does look better. I think it's might need some other types of textures now, before you play with glosiness more.
Tried an oak texture this time, also dulled the nail shine up some. Am hoping that the oak looks OK on the roof too, as I doubt the beam wood will lol
Well, this is the fruits of my work this weekend lol. Need to adjust the normal level on some of the boards and beams. After that, going to do a painted version or two.
Coming along nicely.
I don't have any experience or knowledge about what you are doing in Blender so all I can do is offer observations. One of the things I find such a give-away when we are looking at a CGI image rather than a real-world object is the precise geometry of the objects. Your wooden planks, for example, have laser-sharp edges without a hint of the roughness you would find on a real wooden plank. I see this all the time in architectural objects produced by DAZ PAs - razor-sharp edges on brick walls, for example. Unfortunately I don't know if there is an easy way to avoid the problem. Perhaps normal maps?
It's really hard. I could either add more physical geometry to fix it, which might have the issue of lagging out the viewport resonse. As it is now, it's already almost 48k physical polygons. The other way with normal mapping, but the only way I can think of setting it up that way would max out VRAM quickly. I would have to generate normals for a bunch of individual boards and use the different maps for each, otherwise it would come out looking really repetitive. It's pretty frustrating the way iray is. We are handcuffed like video game makers are with VRAM, but the flat geometry isn't able to be overlooked or not noticed as much due to user constantly moving around and stuff chasing you trying to eat your face lol. If you do a lot of "screen archery" in video games, you will notice the flaws a lot more than most people that are just playing the games.
I spent all day today making a version that uses even smaller maps to see how much of a difference it would make in render stats and visually. I assume I must have screwed up and missed a few 4k maps, otherwise the stats should have the same amount of maps. *Lesigh* lol. Gonna be fun to go through every single piece of geometry one by one again. There is a ton of seperate but grouped geometry, for kitbash/customizing purposes. If you want to move or remove or retexture some boards or beams or whatever, it's possible. Here is the two renders I did, like a dumbass I moved the camera, instead of jumping to perspective view, so it's not exactly the same. Will have to export camera next time if I want to take 100% comparisons.
4k
2k
The render stats:
4K Laquer Version
Geometry memory consumption: 109.081 MiB
Texture memory consumption: 481.000 MiB for 24 bitmaps
Materials memory consumption: 899.734 KiB
2k Laquer Version
Geometry memory consumption: 109.081 MiB
Texture memory consumption: 324.000 MiB for 32 bitmaps
Materials memory consumption: 899.734 KiB
Perhaps try saving your texture maps as a png or even jpg, that will reduce their footprint some.
Yeah, I am using all jpeg in the maps, can't tell any visual difference between using png or jpg, so I go with the smaller ones. Tomorrow I am going to experiment a bit with adding more geometry, breaking up some of the silhouette lines a bit, see how much it ads to overhead.
For me the precise geometry is not as much of a giveaway as the very polished look of the wood. Also, a different texture, that looks like the wood is cut differently might help there.
It really doesn't look like it belongs anywhere outside.
I would expect the planks to looks more like this: https://www.youtube.com/watch?v=O_Cyz9WBH9U . He has a detailed guide how he sets up his textures, it might help you.
thank you. ttamsforrm was the keyword.
lol,, search showing pictures of blenders.
is there a blender modeled blender?
if blender has a vray render plugin, i'm gonna go serious about blender.
does it have a retopology thing like md and 3dcoat?
I don't understand how they make perfect quads when pinching in the waistline of a skirtt.
Some DS weirdness. My DS crashed(beta is what I use mostly), so I waited for the process to finish, and opened it VIA the save file. That opened DS in 4.10, didn't notice. Started a render, and then noticed it was 4.10, for some reason in 4.10 my scene takes up waaaaaaaaaaaay more VRAM.
4.10
4.12
Anyone ever seen something like that? Thought it was kinda weird lol.