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General => Image Sharing => Topic started by: WAS on November 12, 2015, 03:32:56 AM

Title: First Model - Mushroom!
Post by: WAS on November 12, 2015, 03:32:56 AM
This is my first model ever, I've never really done any so I decided to check out Sculptris as it was easy, and since I was needing a nice Mushroom (that wasn't jagged to all hell from a free website) it seemed like a good start. I wasn't aware that once you painted you were stuck with the model you got so I'll have to redesign a new one and save a "raw" (uncolored) version to vary a bunch for a patch. Some closed-cap, some open, some with wavy rims showing age.

(http://i.imgur.com/GPmoJj8.png)
Title: Re: First Model - Mushroom!
Post by: archonforest on November 12, 2015, 05:05:51 AM
great start! :)
Title: Re: First Model - Mushroom!
Post by: masonspappy on November 12, 2015, 06:26:19 AM
Nice. Just one of those things you have to get the hang for. This is a good start.
Title: Re: First Model - Mushroom!
Post by: kaedorg on November 12, 2015, 09:48:24 AM
Not sure I would eat them. But nice start. Keep going.

David
Title: Re: First Model - Mushroom!
Post by: DocCharly65 on November 13, 2015, 03:50:02 AM
That's really a nice one. Too nice to eat  :)
Title: Re: First Model - Mushroom!
Post by: TheBadger on November 13, 2015, 06:45:35 AM
My first model was a mushroom too! It is a good idea because it is formed by simple shapes that are easy to make and keep track of through out the whole process (box modeling sculpting refining mapping texturing) but they are also super diverse and visually striking. so they tend to make for nice pictures :)

THese here are very nice looking imo. Baby mushrooms!. ;D

If you want a much more challenging modeling project that you may also be able to sell, try making ground cover!... Leaves and sticks and mulch stuff, things like that. Very time consuming and difficult but very needed!
Title: Re: First Model - Mushroom!
Post by: WAS on November 13, 2015, 12:28:12 PM
Quote from: TheBadger on November 13, 2015, 06:45:35 AM
My first model was a mushroom too! It is a good idea because it is formed by simple shapes that are easy to make and keep track of through out the whole process (box modeling sculpting refining mapping texturing) but they are also super diverse and visually striking. so they tend to make for nice pictures :)

THese here are very nice looking imo. Baby mushrooms!. ;D

If you want a much more challenging modeling project that you may also be able to sell, try making ground cover!... Leaves and sticks and mulch stuff, things like that. Very time consuming and difficult but very needed!

Thank you! Yeah, I was already very unpleased with the forest floor and wanted to find some good images to patternize. Since I bought Bumpy it's really easy to get textures ready for TG without messing around in PS with multiple saves until it's just right.

Update on the image and models
(http://i.imgur.com/DM49iKT.png)
Title: Re: First Model - Mushroom!
Post by: AP on November 14, 2015, 04:52:40 AM
Mushrooms look good. Now all you need is some micro displacement. The colors work very well.
Title: Re: First Model - Mushroom!
Post by: TheBadger on November 14, 2015, 01:27:48 PM
^^ YES. This will make all the difference.
it did here http://www.planetside.co.uk/forums/index.php?action=dlattach;topic=14818.0;attach=38532;image
Title: Re: First Model - Mushroom!
Post by: WAS on November 14, 2015, 01:33:13 PM
Quote from: Chris on November 14, 2015, 04:52:40 AM
Mushrooms look good. Now all you need is some micro displacement. The colors work very well.

It has a bump map but TG doesn't support it, but P. Cyanescens are very smooth. The stalk on mature specimens could use some shaggyness but no clue how to do that in sculptis.

Scultpris is cool but so very limited in tools. For example, the gills had to be done by hand with my mouse and are not very straight or good looking. If only there was a line tool to apply pinch/infate and other effects.
Title: Re: First Model - Mushroom!
Post by: DocCharly65 on November 14, 2015, 02:29:40 PM
Very nice mushrooms and a great image!

Looking forward to the next versions!
Title: Re: First Model - Mushroom!
Post by: AP on November 14, 2015, 03:25:17 PM
Overall, P. Cyanescens are rather smooth. What you might do is add a noise to your objects from within Terragen for displacement. At least for the stock and maybe the tops. Or just make a texture outside of Sculptris and apply it as a color diffuse and make a bump map out of that also for displacement.
Title: Re: First Model - Mushroom!
Post by: WAS on November 14, 2015, 07:25:09 PM
Hmm. With the objects becoming fused as one, or a single as one (cap and stalk) that is a bit hard. Seems I just need to learn a new program and Scultpris is just not very TG compatible beyond a bulk object. Even Poseray renders "Null" groups, even from the colored file with supposed mapping for bump, texture, and normal.
Title: Re: First Model - Mushroom!
Post by: TheBadger on November 14, 2015, 07:56:46 PM
QuoteWith the objects becoming fused as one, or a single as one (cap and stalk) that is a bit hard
That is how it should be. You have to split the UVs, not the model.

You must layout the UVs, they have to be treated as a separate part of the process. As you learn how to UV map, then you will learn how to correctly model. By doing the UVs, you learn How not to model, based on how hard the UVs are to deal with. Basically, it will force you to model in advance, in a way that will make UV mapping easier on you.

UV mapping is horrible! A complete and total buzz kill. But you have to learn it or modeling is pretty much pointless.

Hope Im not sounding preachy, but I just have gone through this. I learned a lot the hard way ;D
Title: Re: First Model - Mushroom!
Post by: WAS on November 15, 2015, 03:16:45 PM
I think people are truly missing the part where I don't have a modeling program, and am Using Sculptris, and all the processess therein, where UV-Maps, Polygons, etc, are not mentioned at all. The advertisement is "Polygon-Free Sculpting"

If you truly want to help you'd know how to do these things in Sculptris or no where to start, or offer software that can do it, and where to start there... Cause so far everything mentioned are not features of Sculptris Alpha 6.

Cause currently, I'm completely at a lost. Even searching Google for "UV Map Sculpris" just brings up Z-Brush.


---

This is another reason I want a Position Function :D! Cause then this wouldn't be a issue and I could make a TGO of a positioned patch of single objects based on a simple Constant Vector that is the XYZ of the patch, and vary the position of each based on that vector.
Title: Re: First Model - Mushroom!
Post by: masonspappy on November 15, 2015, 07:27:17 PM
 Downloaded a trial copy of Sculptris and made a crude image, then noticed the 'Paint" button at top of screen. Clicked it, and pressed 'OK' to build mapping and after a moment
it presented me with additional options to "Save TexMap" "Open Texmap" "Save normals" "Save Bumps" "Export PSD" and Import PSD.  Played with that for a bit and verified it did export
texture maps, bump maps, normals and PSD (paint shop) images. From what I can gather reading Sculptris documentation, Sculptris seems like a good way to get a project started,
then finished off in another graphics package such as zbrush (which I am totally unfamiliar with) . Hope that is helpful information.
Title: Re: First Model - Mushroom!
Post by: AP on November 15, 2015, 11:46:22 PM
If the application saved all of those maps then it should be easy enough to paint any of the maps in Photoshop, a Photoshop alternative or PiantShopPro and use the altered maps on the model within Terragen.
Title: Re: First Model - Mushroom!
Post by: Dune on November 16, 2015, 02:23:21 AM
But some of these 3D painting softwares make very strange maps, that you don't even recognize.
Title: Re: First Model - Mushroom!
Post by: AP on November 16, 2015, 02:32:59 AM
I just opened Sculptris and the maps save as .png files except for the bumps which is a .tiff file. The others of course being .psd files which can have multiple layers.
Title: Re: First Model - Mushroom!
Post by: Dune on November 16, 2015, 02:44:27 AM
Can you make cheese of it?
Title: Re: First Model - Mushroom!
Post by: AP on November 16, 2015, 02:45:19 AM
?
Title: Re: First Model - Mushroom!
Post by: Dune on November 16, 2015, 02:47:49 AM
 ;D Dutch expression; if you look at the png, can you recognize any parts? I've made maps in some software (can't remember if it was Sculptris or Mudbox), and they just looked like horizontal and vertical stripes.
Title: Re: First Model - Mushroom!
Post by: WAS on November 16, 2015, 02:53:44 AM
I know it exports maps, that's clear. But it doesn't allow you to control said maps, and said maps aren't in the correct UV mapping apparently to be supported by Terragen on a actual sculptris project (which comprises multiple "parts" or finished models). So this leaves me with, which program can I use to import these objects to (which will recognize the parts, as poseray gets "null") so I can correctly map it to have a bulk object in Terragen correctly textured? Defintiley a cool program but very limited, I'm assuming so you'll export to Z-Brush, which I do not have.
Title: Re: First Model - Mushroom!
Post by: AP on November 16, 2015, 02:54:07 AM
:D

This is the extracted texture map painted on a low polygon sphere.
Title: Re: First Model - Mushroom!
Post by: WAS on November 16, 2015, 02:57:35 AM
Quote from: Chris on November 16, 2015, 02:54:07 AM
:D

This is the extracted texture map painted on a low polygon sphere.

Here is the multi-part map.
Title: Re: First Model - Mushroom!
Post by: Dune on November 16, 2015, 02:58:58 AM
Definitely hard to control or postwork in PS. But it looks different from the maps I extracted (once and gone already).
Title: Re: First Model - Mushroom!
Post by: AP on November 16, 2015, 03:02:07 AM
I don't have ZBrush. Still investigating this.
Title: Re: First Model - Mushroom!
Post by: AP on November 16, 2015, 03:03:05 AM
Quote from: WASasquatch on November 16, 2015, 02:57:35 AM
Quote from: Chris on November 16, 2015, 02:54:07 AM
:D

This is the extracted texture map painted on a low polygon sphere.

Here is the multi-part map.

I see it more clearly now. That does seem weird looking.
Title: Re: First Model - Mushroom!
Post by: WAS on November 16, 2015, 03:08:24 AM
Here, you know, I don't feel this is anything worth selling as a first try so have at the object (https://www.mediafire.com/?ykzzo1cwefmi5ay) (Also I believe this is the raw sculptris file (http://www.mediafire.com/download/42lp04935x4ja2d/P_Cyanescens_Patch_Small.sc1))and let me know if I should stick with the program any further for work with Terragen. Hope it helps people in the future too.

I still can't find any advanced features beyond key combinations only listed in documentation.
Title: Re: First Model - Mushroom!
Post by: AP on November 16, 2015, 03:17:02 AM
I was watching some You Tube videos with this software and apparently users had the same problem with the messy mapping. They claim it is still in beta but maybe a good idea to explore other software.
Title: Re: First Model - Mushroom!
Post by: TheBadger on November 16, 2015, 05:26:08 PM
Sculptris is a way to get people to by z-brush.
Free practice of the fundamentals of z.

There are several threads in open all about free modelers. I don't remember which titles. I think at least one of them was titled free model or free 3d software. There are some reviews there, but google will be faster.

I did not use sculptress for a long time, and forgot about all of its limitations. But without a modeler, a sculpting program is not very useful anyway, does not mater which one. zBrush seems to be the least limited, and Mud was built with having maya in mind.

Personally i think based on what you have written it sounds like you should stop with the sculpting and start with a modeler.

Wings would be one. Of course you know of blender. but there are other basic modeling packages too. http://blog.123dapp.com/2015/09/123d-design-1-7-a-really-solid-release this may be ok for you? To model and map only, you don't need a big package.

http://www.hongkiat.com/blog/25-free-3d-modelling-applications-you-should-not-miss/
http://www.creativebloq.com/3d/best-free-3d-software-1131630

Basic box modeling is where you should start.
Title: Re: First Model - Mushroom!
Post by: AP on November 16, 2015, 10:58:35 PM
I agree, there does seem to be a persuasion to have ZBrush with Sculptris in mind. Zbrush is neat but for a market based on real professional work and studio use.

It has been a while last i looked at 123D Design. Worth investigating again. It looks like it might work for simple organic shapes.

Wings i have not looked into for a very long time.

TopMod3d looks to be the most easy to understand judging by it's UI but there are plenty of others on that list. However, some of the UI's look old and messy, CAD modeling could get complicated though.
Title: Re: First Model - Mushroom!
Post by: Matt on November 17, 2015, 11:54:05 PM
Quote from: WASasquatch on November 15, 2015, 03:16:45 PM
This is another reason I want a Position Function :D! Cause then this wouldn't be a issue and I could make a TGO of a positioned patch of single objects based on a simple Constant Vector that is the XYZ of the patch, and vary the position of each based on that vector.

Ah, now I understand! You want a position function for objects. In the other threads I thought you wanted to position shaders.

What about using a population and moving the instances around by hand?

Matt
Title: Re: First Model - Mushroom!
Post by: WAS on November 19, 2015, 01:35:29 PM
Quote from: Matt on November 17, 2015, 11:54:05 PM
Quote from: WASasquatch on November 15, 2015, 03:16:45 PM
This is another reason I want a Position Function :D! Cause then this wouldn't be a issue and I could make a TGO of a positioned patch of single objects based on a simple Constant Vector that is the XYZ of the patch, and vary the position of each based on that vector.

Ah, now I understand! You want a position function for objects. In the other threads I thought you wanted to position shaders.

What about using a population and moving the instances around by hand?

Matt

The only instance I wanted position on shaders is shaders with positions (crater shader, SSS, etc).

I can't seem to do much by hand in Terragen, even on this computer with 8GB RAM, a few populations become too much and the program will either crash or become extremely slow. I'm not sure if this is exactly RAM or the way the Xeon X5450 is using TG since it is a Server processor and missing ExecutionSet128 or w/e that makes it incompatible with Virtual Machines Virtualization (even though this CPU has virtualization). Basically a lot of programs that have multi-threading don't recognize my CPU as compatible. For example, I can't even upgrade to Windows 8, or 10 with my quad 3.0ghz CPU comparative to a i7. -__-

Most all I do in TG is procedural because of these issues and crashes. But in the long run these simple additions in the future to positional-able shaders and objects would make it pretty dynamic in settings worlds up without having to traverse their terrain as much.
Title: Re: First Model - Mushroom!
Post by: Oshyan on November 21, 2015, 02:59:11 PM
Strange, the virtualization features shouldn't have an effect on TG's performance. What's your graphics card/chipset? That's going to have the biggest effect on performance in the 3D Preview, especially with populations and complex objects (it's all OpenGL).

- Oshyan
Title: Re: First Model - Mushroom!
Post by: WAS on November 22, 2015, 03:59:47 PM
Graphics card is R7 Series HD7770 OC Edition. And chipset is P45 running a Xeon X5450 Quad Core at 3.0Ghz. Not to much.
Title: Re: First Model - Mushroom!
Post by: Oshyan on November 22, 2015, 04:53:02 PM
I'm not directly familiar with that card, so I'm not sure how it "should" be performing. But large populations can certainly be demanding on OGL performance. Without a modern card it will be slow, and it may crash if the OGL memory use gets too high for your available VRAM.

- Oshyan
Title: Re: First Model - Mushroom!
Post by: inkydigit on December 08, 2015, 05:36:28 AM
Great stuff WASasquatch!
Gonna try to make me some mushies too!
BTW is your avatar Jethro Tull?
:)
Cheers
J