Model Requests? (or help)
- fhko
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- Location: As I awake I find myself in a strange new place.
I actually have a request of my own. Does anyone still have the various models from the old Hedgehog worlds?
Namely the cool castle-esque stuff like this. Or anything really old that hasn't been used in a long while, but is still a really cool model.
It would be an easy way to increase the model variety without anyone having to do a lot of work.
Namely the cool castle-esque stuff like this. Or anything really old that hasn't been used in a long while, but is still a really cool model.
It would be an easy way to increase the model variety without anyone having to do a lot of work.
Look in the model library, it's all there (or should be)
Eg: http://theuniversal.net/modellibrary.php?showcat=54
f
Eg: http://theuniversal.net/modellibrary.php?showcat=54
f
Um... well. Yes and no.
When hedge used to do a lot of similar stuff (eg when all the first crow models were made) he'd usually find it quicker to build a small library of stuff (pattern stamps and so on, I spose) that could be reused quickly and so give things the same look & feel. When we did things like the castle, obviously they all used the same basic look as well.
Me... I suppose I have a standard collection of textures, in that the first place I go to look is my texture folder (containing all sorts of stuff I've collected or made over the years). So I probably do reuse the same wood, metal and other standard things. Just not in a planned way :)
Equally there are always certain kinds of texture that I create the same way, just using paint tools - simple stuff like concrete for example - and lowish detailed stuff you don't really need photos for - always made using the same fills, cloud filters, noise filters etc. So I guess they'd end up looking similar. I tend to take the same approach to lighting as well (fake lighting) - bevelling stuff, adding drop shadows and so on... blurring it in in. More consistent use of the same techniques than a standard set of textures, but the end result is often the same.
Increasingly though I just find stuff online and use it as source images in some way... not usually the whole of a photo, but say... I need a car wheel texture. I'd just find a high res car pic and use the relevant part of it for the texture. Next time I'd use a different one. The photos are all different, obviously, but they all go through the same filter - me - so i guess they end up looking similar. That and paying attention to mapping and the overall look of the stuff being pulled together for the model texture (so it's all approximately the same detail, uses similar tones and is lit similarly, and so on).
Overall I think I'm quite flattered you think they all look consistent (though I suppose they might all look consistently bad). It's what hedge used to call the "black sh*t" approach. If in doubt cover it in black sh*t and it'll be fine :]
f
PS - the only major exception to any of the above is the free nvidia texture pack, which I found when looking for examples of hires dds textures. Not all of it is useful, but the useful bits are fab. I spose you might need to pay attention to the license though :]
http://developer.nvidia.com/object/IO_TTVol_01.html
PPS - have a look at Ben Mathis' site (www.poopinmymouth.com) - his tutorials are great (http://www.poopinmymouth.com/tutorial/tutorial.htm). He's a pro artist, 3d and 2d, and most of the tutorials tend to be of character models - which is quite specialised - but if you sit thru the one where he builds and textures a character from scratch, you'll learn a huge amount. I did. You'll also almost certainly feel like a total chimp who doesn't know anything about this subject - I did that too - but it's really valuable, and all in video, and all free.
When hedge used to do a lot of similar stuff (eg when all the first crow models were made) he'd usually find it quicker to build a small library of stuff (pattern stamps and so on, I spose) that could be reused quickly and so give things the same look & feel. When we did things like the castle, obviously they all used the same basic look as well.
Me... I suppose I have a standard collection of textures, in that the first place I go to look is my texture folder (containing all sorts of stuff I've collected or made over the years). So I probably do reuse the same wood, metal and other standard things. Just not in a planned way :)
Equally there are always certain kinds of texture that I create the same way, just using paint tools - simple stuff like concrete for example - and lowish detailed stuff you don't really need photos for - always made using the same fills, cloud filters, noise filters etc. So I guess they'd end up looking similar. I tend to take the same approach to lighting as well (fake lighting) - bevelling stuff, adding drop shadows and so on... blurring it in in. More consistent use of the same techniques than a standard set of textures, but the end result is often the same.
Increasingly though I just find stuff online and use it as source images in some way... not usually the whole of a photo, but say... I need a car wheel texture. I'd just find a high res car pic and use the relevant part of it for the texture. Next time I'd use a different one. The photos are all different, obviously, but they all go through the same filter - me - so i guess they end up looking similar. That and paying attention to mapping and the overall look of the stuff being pulled together for the model texture (so it's all approximately the same detail, uses similar tones and is lit similarly, and so on).
Overall I think I'm quite flattered you think they all look consistent (though I suppose they might all look consistently bad). It's what hedge used to call the "black sh*t" approach. If in doubt cover it in black sh*t and it'll be fine :]
f
PS - the only major exception to any of the above is the free nvidia texture pack, which I found when looking for examples of hires dds textures. Not all of it is useful, but the useful bits are fab. I spose you might need to pay attention to the license though :]
http://developer.nvidia.com/object/IO_TTVol_01.html
PPS - have a look at Ben Mathis' site (www.poopinmymouth.com) - his tutorials are great (http://www.poopinmymouth.com/tutorial/tutorial.htm). He's a pro artist, 3d and 2d, and most of the tutorials tend to be of character models - which is quite specialised - but if you sit thru the one where he builds and textures a character from scratch, you'll learn a huge amount. I did. You'll also almost certainly feel like a total chimp who doesn't know anything about this subject - I did that too - but it's really valuable, and all in video, and all free.
- fhko
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- Joined: Sun Mar 27, 2005 10:38 pm
- Location: As I awake I find myself in a strange new place.
Black Sh*t? So that's the secret, 'eh? Interesting...
-------
Going to try to make a bunch of simple random models over the course the next few hours.
Palms
and Texture
Edit:
Been wanting to throw something like this together for awhile.
Barrels
and Texture
TNT
Ale
Double edit:
Globe
and Texture (512x512)
or HD Texture (1024x1024)
-----
Not bad for 2-3 hours if I do say so myself...
-------
Going to try to make a bunch of simple random models over the course the next few hours.
Palms
and Texture
Edit:
Been wanting to throw something like this together for awhile.
Barrels
and Texture
TNT
Ale
Double edit:
Globe
and Texture (512x512)
or HD Texture (1024x1024)
-----
Not bad for 2-3 hours if I do say so myself...
Last edited by fhko on Fri Feb 20, 2009 4:11 am, edited 1 time in total.
- flametard
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i was racking my brain to try and make a model suggestion, but i think i got all the simple models on my world covered thanks partially to you!
but i did remember something that could be moderately simple, but not really.
our universe needs deer.
i propose a simple deer with walking animation, grazing animation, and running (actually hopping, so it might be more simple? ) animation.
ive got 2 different kinds of sheep on my planet for crying out loud...
edit:
i must find a use for those barrels somehow
but i did remember something that could be moderately simple, but not really.
our universe needs deer.
i propose a simple deer with walking animation, grazing animation, and running (actually hopping, so it might be more simple? ) animation.
ive got 2 different kinds of sheep on my planet for crying out loud...
edit:
i must find a use for those barrels somehow
Always good to have nice lil random model collections.
Now, black sh*t:
Black sh*t has a few purposes.
1) To hide things you can't paint very well, or that will never really be seen
2) To suggest wear & tear and generally make things look more real, less like textured models
3) To fake lighting
Last one is probably the most important... wherever u can, try and suggest depth with shadows (eg edges and bindings of the barrels here). I also felt the woods had strangely different sort of tonal qualities, and were a bit too "dining room" - overly shiny/saturated - so I toned it all down and smeared a load of, yep, black sh*t on everything. Probably too much but just wanted to illustrate. I also doubled the apparent resolution on the barrels by cutting/pasting what you had into half the space, then mirroring it. I'd have done the same with the base of the table, too, bu it seems only a tiny bit of it is used on this model.
Black sh*t was done using clouds filter in PSP, plus hand-painting some bits, and using drop shadow/bevel functionality here and there too.
For reference:
f
Now, black sh*t:
Black sh*t has a few purposes.
1) To hide things you can't paint very well, or that will never really be seen
2) To suggest wear & tear and generally make things look more real, less like textured models
3) To fake lighting
Last one is probably the most important... wherever u can, try and suggest depth with shadows (eg edges and bindings of the barrels here). I also felt the woods had strangely different sort of tonal qualities, and were a bit too "dining room" - overly shiny/saturated - so I toned it all down and smeared a load of, yep, black sh*t on everything. Probably too much but just wanted to illustrate. I also doubled the apparent resolution on the barrels by cutting/pasting what you had into half the space, then mirroring it. I'd have done the same with the base of the table, too, bu it seems only a tiny bit of it is used on this model.
Black sh*t was done using clouds filter in PSP, plus hand-painting some bits, and using drop shadow/bevel functionality here and there too.
For reference:
f
- fhko
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- Joined: Sun Mar 27, 2005 10:38 pm
- Location: As I awake I find myself in a strange new place.
I don't have PSP unfortunately. All I have is Pixia at the moment.
I definitely see what you are try to get at. Black Sh*t is definitely the well kept secret of high end TU Models.
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Btw do you like the globe? I think we could do a very similar cloud effect with planets in space. Only maybe with the planet and cloud layer rotating independently.
I definitely see what you are try to get at. Black Sh*t is definitely the well kept secret of high end TU Models.
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Btw do you like the globe? I think we could do a very similar cloud effect with planets in space. Only maybe with the planet and cloud layer rotating independently.
I use PSP cos I've always used it (version 7 for me... the newer ones are being slowly ruined by Corel). Any proper texture artist will pooh-pooh it though, and recommend either Photoshop or The Gimp. At least Gimp is free - difficult to use/learn but very powerful. I've never seen Pixia so can't comment, but if it supports layers and lets you do the kinds of black sh*t stuff I mentioned above, it should be "good enough"...fhko wrote:I don't have PSP unfortunately. All I have is Pixia at the moment.
I definitely see what you are try to get at. Black Sh*t is definitely the well kept secret of high end TU Models.
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Btw do you like the globe? I think we could do a very similar cloud effect with planets in space. Only maybe with the planet and cloud layer rotating independently.
As for the planets. Yes, but it gets a lot more difficult when the model fills the whole screen (difficult to do well without massive texture files). I'm going to play with the new multi-material stuff in space now, including looking at how we could improve planet textures in that sort of way. Really it needs more clever code than we have but we can only try...
f