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Posted on 05/09/20 09:48:55 AM
dwindt
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Posts: 561

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Re: Epstein's torso steam drill help
You make it hard not to and thanks for that. I find it very hard to find time to participate in much other than existing, now days. Work is very demanding. I only have 5 off weekends before Christmas. If it's quiet at work, I manage to do a little creative work. Change of season brings heavy winds and the port becomes wind bound. This offers a little free time....but the mind set is failing the creative juices. Maybe reaching mid-life crisis cause I feel like a machine rather than human. Work, sleep, work, sleep....

I'd like to go on retirement but situations in S.A. have caused many to lose jobs hence I've found myself supporting many people. I appreciate that I earn a salary that enables me to do so but the weight of responsibility becomes heavy at times.

Anyway, this is a creative site, not a cry baby one. I've got to cowboy up and keep positive. Thanks for being there guys.


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Posted on 05/09/20 12:38:24 PM
Steve Caplin
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Re: Epstein's torso steam drill help
What's your work, Dennis?

Posted on 05/09/20 9:15:11 PM
dwindt
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Posts: 561

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Re: Epstein's torso steam drill help
I'm a ship planner Steve.



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Posted on 17/09/20 8:26:40 PM
dwindt
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Posts: 561

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Re: Epstein's torso steam drill help


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Posted on 17/09/20 8:27:03 PM
dwindt
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Posts: 561

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Re: Epstein's torso steam drill help
As stated in Friday challenge, here is my method of modeling. I'm a hobbyist so my method may not be correct but it the one that works for.

When I model, I try keep it as simple as possible. I try get my mesh to consist of only polygons (4 sided wire frame). If by chance I end up with triangles, I attempt to move them away from edges. I eliminate ngons at all cost (more than 4 sided wire frame) as I find they cause problems when sub-dividing.

1) Mitre basic model
2) Mitre model refined and sub-divided to test for consistency in mesh and shading.
3) I uv map my model so that the geometry can be displayed on a flat plain.
4) My model unwrapped in the form of a uv map. The model's co-ordinates are mapped to this page. What I draw on this page, shall appear on the model when I apply it - and in what form I apply it.
5) I create the initial albedo (diffuse or colour without highlights and shadow) map in 3d coat.
6) I used 3d coat's smart materials...very impressive and easy to apply and manipulate.
7) You can use multi layers similar to PS layers, rub out, clone etc, etc. You can see the base of the mitre. I have applied the 2 smart materials for the visible wood and then rubbed out the top layer exposing the lower.


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Posted on 17/09/20 10:56:47 PM
dwindt
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Re: Epstein's torso steam drill help







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Posted on 17/09/20 10:57:07 PM
dwindt
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Posts: 561

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Re: Epstein's torso steam drill help
page 2

1) I now have an albedo map. No high lights and shadow. I will create normal, displacement, metalness, roughness map to for definition in models surface.
2) I need to simulate further detail on the surface ie: the cross and the gems. To save geometry count I created various maps. I copied the cross off the photo, manipulate it until I have a suitable black and white image of same. I also make an alpha map of the gem stones and little round studs. White is high, black is low and 50% grey is mid. (If I graduated the black through white, I would have achieved a better transition and the gem would have filled it's border more smoothly). I divide the model approximately 5 times and applied the alpha brush. I restored the high density model to the original low poly model and create a normal, displacement, cavity and occlusion map. I saved the low poly model with the accompanying texture maps.
3) This is the new low poly model / mesh showing the basic geometry for the gems. I did not follow the same method with the cross. I wasn't satisfied with the result.
4) Instead, I opened my textured uv map in PS and positioned the cross where it should go. I achieved this from importing my new low poly mesh into 3d coat, imported and applied the albedo / texture map and stamped the cross onto it. I saved the albedo map, opened it in PS and used that to position my "cross png" file. I gave it a transparent back ground and saved it as a png file.
5) I'm going to jump past the 5th figure which is my final albedo map....
6) I took the cross png, opened it in "Materialize", a free program for creating various maps, and made a normal map of the cross. I saved it and imported it into PS. I imported the normal map of the gems and married them together in PS and save. I re-open the new normal map in "Materialize" and create a height, edge, occlusion and displacement map.
7) In 3d coat, I import the low poly mesh, apply the normal and displacement. I have the other maps that I can experiment with at will, in layers similar to PS. I'm happy with the result.
Use smart materials to paint the gems, save and export.

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Posted on 17/09/20 11:02:14 PM
dwindt
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Posts: 561

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Re: Epstein's torso steam drill help


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Posted on 17/09/20 11:05:34 PM
dwindt
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Posts: 561

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Re: Epstein's torso steam drill help
I then opened the mesh in Daz Studio, sub divided it and applied all desired maps. Additionally, I created a geo shell (basically a copy of the mesh) and added a dust layer over the mitre. I rendered it with iRay.



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Posted on 18/09/20 00:25:54 AM
dwindt
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Posts: 561

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Re: Epstein's torso steam drill help
David, I down loaded an object file that I assume was originally designed in Sketckup, from Sweet Home 3D. Registered at Latest images for the free pbr marble with accompanying normal, roughness maps etc. Opened 3d coat and used the map to make a smart material. Saved the maps. Opened the obj mesh in Daz Studio, sub divided it (I was surprised that it held it's form. It only rounded off on the corners a little); and applied the saved maps. Not to bad for a marble table top. The process took me a couple of minutes. It has some worth.

Sorry Steve. Am I allowed to do this on your site. These are tools that have helped me with my Photoshop work. Twist and beat to attempt to improve all the time....but there is no doubt that one has to use PS as the conjunction and the final delivery.

By the way, don't ask me about the plate of corn. It's nearly 02h00, just finished work and i'm hungry...good night!



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Posted on 18/09/20 06:24:31 AM
tooquilos
Wizard of Oz
Posts: 2615

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Re: Epstein's torso steam drill help
Dennis, you have gone to great lengths to explain how you achieved it and I am most fascinated. With my knowledge base, at the moment, I can't understand or follow it though. For me, it's like being able to read and write Greek and then given a text in Russian to decipher.

I would be able to see similarities and familiarities but to make full sense of it would be near impossible. My aim is that one day I will be able to comprehend all this. Thank you for taking the time to go through it all. Very appreciative of it.

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Posted on 18/09/20 10:03:29 AM
dwindt
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Posts: 561

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Re: Epstein's torso steam drill help
You're welcome Anna. I hope it made sense, I was falling over my own words trying to explain it.

For a hobbyist who is making 3d meshes for still images, the density and style of the mesh is not as important as the texture that it is going to hold. Your normal map is going to give you detail. So is a displacement map. Displacement will also give your form..well, more form but it does slow renders down. All the other maps compliment your render in different ways.

3d coat can create auto uv maps. You can also cut your own uv maps in it. I haven't used it for that though. So, open you model in it. Paint it with your desired texture and save your model and textures and re-apply the maps in your desired program. Try the demo for 30 days. I'm sure you'll be amazed.

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Posted on 25/06/21 7:12:06 PM
dwindt
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Posts: 561

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Re: Epstein's torso steam drill help
For my latest challenge I want to try and do a pirate picture. I needed a cutlass but I wasn't happy with the freebies I found, so I modeled and textured my own.

Like most of my models, it is not finished. You will not be able to see the handle, so I never rendered that. In actual fact, after a test run , you can hardly see the sword apart from the hand guard but I suppose just a guard in the pirates hand, would look stupid, so I modeled the entire shape and textured it...to look sharp.



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Posted on 10/03/22 1:49:51 PM
dwindt
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Posts: 561

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Re: Epstein's torso steam drill help
The little boat I modeled for challenge 896



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