A View Through The Mirror

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  • backgroundbackground Posts: 940
    edited June 12

    I made part of the campanile tower, the part that is symmetrical. It's not properly uv mapped as yet, but I added some colour.

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  • WendyLuvsCatzWendyLuvsCatz Posts: 41,630

    thats great modeling yes

  • backgroundbackground Posts: 940

    WendyLuvsCatz said:

    thats great modeling yes

    Thanks Wendy. There are a lot of compromises, I'm trying to keep it as low resource hungry as I can since it will be in scenes with trees etc. Currently the model is just under 1Mb. 

  • backgroundbackground Posts: 940
    edited June 12

    Apologies to Clough Williams-Ellis for photobombing his original tower.

    I think this will do for the top of the tower, It's still not UV mapped but I don't think it needs it since the original is plaster/stucco and at this sort of distance it's just a smooth matt surface. We probably won't get his close in the story. If I need to get in closer I guess I could make a 'hero' version with details on the shutters etc, but I really need to get on, and stop adding things that will never be seen. The interior stairway in the lower part of the tower is a case in point, even if I do model it I would never be able to get a camera in there.

     

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  • barbultbarbult Posts: 27,571
    Your tower looks great.
  • backgroundbackground Posts: 940
    edited June 12

    barbult said:

    Your tower looks great.

    Thanks barbult, I'm a lot more comfortable making things like this than struggling with the finer points of renders, but if I don't render them it's kind of pointless making them. The tower is doing ok so far it's a pity that the stone texture repeats ( and it looks worse if I try to match the size of the original stones ). I wish we had something like the old 'Merco' building paper from the 1950's. It was large sheets of paper printed with a texture pattern, such as bricks. The printing itself wasn't anything special, the trick was that they used marbled coloured paper to print it on. Not sure how the marbled paper was made, but effectively there were no repeats of patterns, even across a huge sheet. 

    If the whole environment was simple buildings like the tower it would be a lot easier project. I dug out my Canoma files so maybe I can make some of the less important buildings that way, at least well enough for distance views. 

    .

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  • WendyLuvsCatzWendyLuvsCatz Posts: 41,630
    edited June 12

    there are tricks one can use in shadermixer to fix that but sadly I am not the one to ask about that, another option is indeed complex UV mapping where sections are jumbled around so the brick pattern is not tiled, rather the UV itself is a jumbled pattern of bricks.

    to put it simply, if the mesh is a grid of quads

    sets of 2 adjacent quads, staggered each row like bricks are, are each separate islands moved around all over the UV square in different positions than next to each other and they overlap but not the same ones as the previous set did, the texture ithemselves are just a marbled pattern and there are several and adjacent bricks are different surfaces using different ones.

    that's probably more confusing cheeky

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  • WendyLuvsCatzWendyLuvsCatz Posts: 41,630

    AI Overview (blame Mr Google for this word salad)

    To create a jumbled or "procedural-style" brick pattern without relying solely on manual UV mapping, you can use a Shader/Material Node Graph (like those in Blender or Unreal Engine). This approach uses math to map, scale, and randomize coordinates per individual brick, allowing you to easily adjust mortar widths and brick rotations.

    1. Setting up the UV/Grid Coordinates

    Instead of unwrapping your 3D mesh traditionally, you can tell the rendering engine to project the bricks using math.

    • Texture Coordinate Node: Feed the base geometry's coordinates (or UVs) into the Vector input of a Math or Mapping node.
    • Brick Generator/Brick Texture Node: Use a built-in Brick Texture node to generate the base columns, rows, and mortar.
    • Mortar and Row Offset: In this generator, adjust your Row Height, Brick Width, and Bond Offset(e.g., set offset to 0.5 for a classic running bond layout).
    •  
    • 2. Randomizing the UV Space (The "Jumbled" Effect)

    To distort or "jumble" the bricks, you need to tell the engine to alter the coordinates of every individual brickuniquely rather than stretching the whole texture.

    • Color Output to Random Noise: The color/value output of a procedural brick generator usually yields a greyscale value between 0 and 1 for each individual brick.
    • White Noise: Route the Brick Texture output into a White Noise node.
    • Distort/Offset: Use separate RGB outputs from the White Noise node as inputs for a Mix or Mathnode. Multiply these values by small amounts to randomly translate (slide) and rotate the UV coordinates of each brick individually.

    3. Applying the Texture

    Once the unique UV space for each brick is established, apply your actual texture maps:

    • Vector Transformation: Plug your manipulated coordinates into the Vector inputs of your Base Color, Normal, and Roughness image textures.
    • Because the coordinates are uniquely jumbled per brick, identical textures on adjacent bricks will now look misaligned, rotated, and completely natural.

    4. Bumping the Mortar

    To ensure the gaps between the bricks react correctly to lighting, use a Math Node (Less Than) to compare the brick and mortar heights. Plug this result into the Normal or Height/Displacement inputs so the mortar sits recessed behind the randomly jumbled bricks.

  • backgroundbackground Posts: 940
    edited June 12

    Thanks Wendy, that's useful information. I must admit i tend to go for as simple a solution as I can find, partly because I will often approach making a model from one direction, and then switch if it's not working out. Since i've been making 3D models for years I find I can visualise how an object might be split up, and which steps need to be done before others, to minimise the work. For UV mapping and textures I try to keep things simple. The base of the tower here is slightly wider at the bottom, so rather than make the shape and then struggle with uvmapping and cutting up a texture, I uvmapped it as a straightforward box, and then scaled the bottom a bit larger ( and accept the minor distortion for the sake of an easier life). That then means I have to delay making any cuts in the box, for windows etc, until the uvmapping and base scaling is completed, otherwise it's very difficult to scale the base and keep the sides flat, if they have divisions. So basically I like to keep the uvmap as simple as possible, I'm sure the way I do it is not ideal, but it's what I'm comfortable with, and I'm getting a bit old to start doing things differently.

    I have another model in-work which has a roof which is partly peaked and partly conical, that's proving to be a challenge and I haven't yet found a good solution. Since the roof tiles texture is a plain rectangle, somehow I need to make it into a semicircle, without ( and this is the tricky part ) making the tiles in the centre of the circle smaller that the ones at the outer edge.

    This was my first attempt. The conical part is uvmapped as a rectangle, but as you can see the tiles get much smaller at the peak.

    I think I might experiment with long thin strips, one 'tile' high, which maybe I can subdivide and twist to make the half cone shape from these thin strips, as if they were paper.

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  • backgroundbackground Posts: 940
    edited June 12

    I think I improved it, might be acceptable from a distance. There's some fracturing but maybe I can tweak it. ( This is typical of me btw. part way through one job ( the tower ) and I break off to do something else ( the roundhouse roof ).

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  • barbultbarbult Posts: 27,571
    It looks good to me.
  • WendyLuvsCatzWendyLuvsCatz Posts: 41,630

    yepyes

  • backgroundbackground Posts: 940
    edited June 12

    Thanks, I thought there was room for improvement, so I tweaked a few things and now  we have this. I think a man on a galloping horse   riding past it wouldn't see anything amis. laugh

    My dad used to say when I asked him if things I made were any good "If it's as good as one you could buy in a shop, then it's ok, otherwise try harder."

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  • richardandtracyrichardandtracy Posts: 8,124
    I wouldn't want to buy anything from a shop that sold stuff I made... Regards, Richard
  • backgroundbackground Posts: 940

    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. 

     

  • barbultbarbult Posts: 27,571

    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: 8,124
    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: 940
    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: 940
    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: 1,235

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

  • backgroundbackground Posts: 940

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

  • barbultbarbult Posts: 27,571

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

  • backgroundbackground Posts: 940
    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: 940
    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: 940
    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: 41,630

    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: 940
    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: 940
    edited June 20

     

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

     

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  • backgroundbackground Posts: 940
    edited June 20

    "And we can visualise it on the screen here"

     

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  • backgroundbackground Posts: 940
    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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