First Model - Mushroom!

Started by WAS, November 12, 2015, 03:32:56 AM

Previous topic - Next topic

WAS

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.


archonforest

Dell T5500 with Dual Hexa Xeon CPU 3Ghz, 32Gb ram, GTX 1080
Amiga 1200 8Mb ram, 8Gb ssd

masonspappy

Nice. Just one of those things you have to get the hang for. This is a good start.

kaedorg

Not sure I would eat them. But nice start. Keep going.

David

DocCharly65

That's really a nice one. Too nice to eat  :)

TheBadger

#5
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!
It has been eaten.

WAS

#6
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

AP

Mushrooms look good. Now all you need is some micro displacement. The colors work very well.

TheBadger

It has been eaten.

WAS

#9
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.

DocCharly65

Very nice mushrooms and a great image!

Looking forward to the next versions!

AP

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.

WAS

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.

TheBadger

#13
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
It has been eaten.

WAS

#14
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.