Decided to get back into blender modelling.

2

Comments

  • TheKDTheKD Posts: 2,711

    You mean you think the grain should look better if it was more compressed?

  • marblemarble Posts: 7,500
    TheKD said:

    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.

  • TheKDTheKD Posts: 2,711
    edited January 2020

    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.

    Post edited by TheKD on
  • TheKDTheKD Posts: 2,711

    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.

  • TheKD said:

    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)

  • TheKDTheKD Posts: 2,711

    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.

  • NovicaNovica Posts: 23,924

    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. :) 

  • TheKDTheKD Posts: 2,711

    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

  • NovicaNovica Posts: 23,924
    TheKD said:

    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! 

  • MistaraMistara Posts: 38,675

    blender has a thing can fold a square into a sphere?

  • andya_b341b7c5f5andya_b341b7c5f5 Posts: 694
    edited January 2020
    Mystarra said:

    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.)

    Post edited by andya_b341b7c5f5 on
  • MistaraMistara Posts: 38,675
    Mystarra said:

    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.

  • felisfelis Posts: 5,772
    Mystarra said:
    Mystarra said:

    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'.

  • MistaraMistara Posts: 38,675
    felis said:
    Mystarra said:
    Mystarra said:

    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. >.<

  • andya_b341b7c5f5andya_b341b7c5f5 Posts: 694
    edited January 2020
    Mystarra said:
    felis said:
    Mystarra said:
    Mystarra said:

    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.

    Post edited by andya_b341b7c5f5 on
  • TheKDTheKD Posts: 2,711
    edited January 2020

    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.

     




     

    framerender.png
    2000 x 1236 - 970K
    framerenderdetails.png
    2000 x 1236 - 3M
    Post edited by TheKD on
  • Mystarra said:
    felis said:
    Mystarra said:
    Mystarra said:

    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. >.<

    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.

  • alex86firealex86fire Posts: 1,130
    TheKD said:

    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.

     




     

    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.

  • TheKDTheKD Posts: 2,711
    edited January 2020

    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.



     

    framerender01.png
    2000 x 1236 - 1M
    framerender02.png
    2000 x 3236 - 3M
    trapdoor.jpg
    2000 x 3236 - 4M
    Post edited by TheKD on
  • alex86firealex86fire Posts: 1,130

    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.

     

  • TheKDTheKD Posts: 2,711
    edited January 2020

    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

    trapdoorOak.jpg
    2000 x 3236 - 4M
    Post edited by TheKD on
  • TheKDTheKD Posts: 2,711
    edited January 2020

    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.

     

    guardhouse01.png
    1200 x 1942 - 2M
    guardhouse02.png
    1200 x 1942 - 2M
    guardhouse03.png
    1200 x 1942 - 3M
    guardhouse04.png
    1200 x 1942 - 3M
    guardhouse05.png
    1200 x 1942 - 3M
    Post edited by TheKD on
  • marblemarble Posts: 7,500

    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?

  • TheKDTheKD Posts: 2,711
    edited January 2020

    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

     



     

    4K Render 01.png
    1200 x 1200 - 1M
    2K Render01.png
    1200 x 1200 - 1M
    Post edited by TheKD on
  • zombietaggerungzombietaggerung Posts: 3,846
    edited January 2020

    Perhaps try saving your texture maps as a png or even jpg, that will reduce their footprint some.

    Post edited by zombietaggerung on
  • TheKDTheKD Posts: 2,711

    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.

     

  • alex86firealex86fire Posts: 1,130

    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.

  • MistaraMistara Posts: 38,675
    Mystarra said:
    felis said:
    Mystarra said:
    Mystarra said:

    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. >.<

    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.

    thank you.  ttamsforrm was the keyword.

    lol,, search showing pictures of blenders.

    is there a blender modeled blender?

  • MistaraMistara Posts: 38,675

    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.

  • TheKDTheKD Posts: 2,711
    edited January 2020

    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

    2020-01-14 22:27:52.907 Iray VERBOSE - module:category(IRAY:RENDER):   1.3   IRAY   rend stat : Geometry memory consumption: 42.2302 MiB (device 1), 0 B (host)
    2020-01-14 22:28:03.911 Iray INFO - module:category(IRAY:RENDER):   1.3   IRAY   rend info : Initializing light hierarchy.
    2020-01-14 22:28:03.911 Iray INFO - module:category(IRAY:RENDER):   1.3   IRAY   rend info : Light hierarchy initialization took 0.00s
    2020-01-14 22:28:03.911 Iray VERBOSE - module:category(IRAY:RENDER):   1.3   IRAY   rend stat : Texture memory consumption: 3.03125 GiB (device 1)
    2020-01-14 22:28:03.912 Iray VERBOSE - module:category(IRAY:RENDER):   1.3   IRAY   rend stat : Lights memory consumption: 196 B (device 1)
    2020-01-14 22:28:04.113 Iray VERBOSE - module:category(IRAY:RENDER):   1.3   IRAY   rend stat : Material measurement memory consumption: 0 B (GPU)
    2020-01-14 22:28:04.114 Iray VERBOSE - module:category(IRAY:RENDER):   1.3   IRAY   rend stat : Materials memory consumption: 112.758 KiB (GPU)
    2020-01-14 22:28:04.291 Iray INFO - module:category(IRAY:RENDER):   1.2   IRAY   rend info : CUDA device 1 (GeForce GTX 1070): Scene processed in 12.828s
    2020-01-14 22:28:04.294 Iray INFO - module:category(IRAY:RENDER):   1.2   IRAY   rend info : CUDA device 1 (GeForce GTX 1070): Allocated 27.4662 MiB for frame buffer
    2020-01-14 22:28:04.295 Iray INFO - module:category(IRAY:RENDER):   1.2   IRAY   rend info : CUDA device 1 (GeForce GTX 1070): Allocated 1.65625 GiB of work space (2048k active samples in 0.000s)

     

    4.12

    2020-01-14 22:35:36.975 Iray [VERBOSE] - IRAY:RENDER ::   1.6   IRAY   rend stat : Geometry memory consumption: 42.230 MiB (device 1), 0.000 B (host)
    2020-01-14 22:35:36.975 Iray [INFO] - IRAY:RENDER ::   1.6   IRAY   rend info : Using OptiX Prime version 5.0.1
    2020-01-14 22:35:36.975 Iray [INFO] - IRAY:RENDER ::   1.6   IRAY   rend info : Initializing OptiX Prime for CUDA device 1
    2020-01-14 22:35:39.975 Iray [INFO] - IRAY:RENDER ::   1.4   IRAY   rend info : Importing lights for motion time 0
    2020-01-14 22:35:39.975 Iray [INFO] - IRAY:RENDER ::   1.4   IRAY   rend info : Initializing light hierarchy.
    2020-01-14 22:35:39.975 Iray [INFO] - IRAY:RENDER ::   1.4   IRAY   rend info : Light hierarchy initialization took 0.000s
    2020-01-14 22:35:39.975 Iray [VERBOSE] - IRAY:RENDER ::   1.4   IRAY   rend stat : Texture memory consumption: 360.000 MiB for 16 bitmaps (device 0)
    2020-01-14 22:35:39.977 Iray [VERBOSE] - IRAY:RENDER ::   1.4   IRAY   rend stat : Lights memory consumption: 196.000 B (device 0)
    2020-01-14 22:35:39.980 Iray [VERBOSE] - IRAY:RENDER ::   1.4   IRAY   rend stat : Material measurement memory consumption: 0.000 B (GPU)
    2020-01-14 22:35:40.118 Iray [VERBOSE] - IRAY:RENDER ::   1.6   IRAY   rend stat : Texture memory consumption: 360.000 MiB for 16 bitmaps (device 1)
    2020-01-14 22:35:40.119 Iray [VERBOSE] - IRAY:RENDER ::   1.6   IRAY   rend stat : Lights memory consumption: 196.000 B (device 1)
    2020-01-14 22:35:40.120 Iray [VERBOSE] - IRAY:RENDER ::   1.4   IRAY   rend stat : PTX code (129.798 KiB) for SM 7.5 generated in 0.138s
    2020-01-14 22:35:40.121 Iray [VERBOSE] - IRAY:RENDER ::   1.4   IRAY   rend stat : Materials memory consumption: 107.844 KiB (GPU)
    2020-01-14 22:35:40.260 Iray [VERBOSE] - IRAY:RENDER ::   1.6   IRAY   rend stat : PTX code (129.798 KiB) for SM 6.1 generated in 0.140s
    2020-01-14 22:35:40.558 Iray [INFO] - IRAY:RENDER ::   1.4   IRAY   rend info : JIT-linking wavefront kernel in 0.322s
    2020-01-14 22:35:40.851 Iray [INFO] - IRAY:RENDER ::   1.4   IRAY   rend info : JIT-linking mega kernel in 0.293s
    2020-01-14 22:35:40.851 Iray [INFO] - IRAY:RENDER ::   1.2   IRAY   rend info : CUDA device 0 (GeForce RTX 2080 SUPER): Scene processed in 3.918s
    2020-01-14 22:35:40.857 Iray [INFO] - IRAY:RENDER ::   1.2   IRAY   rend info : CUDA device 0 (GeForce RTX 2080 SUPER): Allocated 27.466 MiB for frame buffer
    2020-01-14 22:35:40.986 Iray [INFO] - IRAY:RENDER ::   1.2   IRAY   rend info : CUDA device 0 (GeForce RTX 2080 SUPER): Allocated 1.688 GiB of work space (2048k active samples in 0.129s)

     

    Anyone ever seen something like that? Thought it was kinda weird lol.

    Post edited by TheKD on
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