Draises WIP - Commercial City Street Scene Challenge
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Draise
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Draises WIP - Commercial City Street Scene Challenge
Ok, got the rough idea down. installing and changing language pack on my computer to get the job done. Also downloading a bunch of free software and stuff I may need later. Here is a sneak preview of the project!
Company: ITTC - International Tubing Transport Corp.
Project: Architectural proposal for implementation, installation and visualization of a TT lines (Transport Tube) to and from the mainland to Island City considering international standards for commercial and industrial TT lines.
Company: ITTC - International Tubing Transport Corp.
Project: Architectural proposal for implementation, installation and visualization of a TT lines (Transport Tube) to and from the mainland to Island City considering international standards for commercial and industrial TT lines.
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Draise
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clintonman
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Re: Draises WIP - Commercial City Street Scene Challenge
Looks good. Congratulations on the new card. 
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Draise
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Re: Draises WIP - Commercial City Street Scene Challenge
Thanks =), it is nice for sure.
Here is my first update on the project. I have till morrow night at midnight. Crapola, not much time to whip this up!
I remade an AO light rig. I am yet to hook it up to some good controls. But it will work out much better than the current one I have at the moment.
I find trueSpace to have heaps of potential. it's just really buggy on the workspace side.... I need to find that autosave script again...

Here is my first update on the project. I have till morrow night at midnight. Crapola, not much time to whip this up!
I remade an AO light rig. I am yet to hook it up to some good controls. But it will work out much better than the current one I have at the moment.
I find trueSpace to have heaps of potential. it's just really buggy on the workspace side.... I need to find that autosave script again...
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jeffroig
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Re: Draises WIP - Commercial City Street Scene Challenge
Draise there is a free program out there called MetroModeler that does a greaat job at making buildings and laying out city streets in blocks.
This might help you.
This might help you.
..
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Draise
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Re: Draises WIP - Commercial City Street Scene Challenge
GREAT! Sounds awesome! But I can't find it in the depths of the internet.... (well legally).... 
I did find a plugin for Blender tho - Suicidator
But I had trouble installing it in the blender version I've got, so I found this other simpler one to use with displacement maps.
I did find a plugin for Blender tho - Suicidator
But I had trouble installing it in the blender version I've got, so I found this other simpler one to use with displacement maps.
Last edited by Draise on 30 Apr 2012, 18:01, edited 1 time in total.
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Finis
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Re: Draises WIP - Commercial City Street Scene Challenge
Looks good Draise. Deadline is April 30 at midnight your time.
Jeffroig: MetroModeler sounds good. I'd like to try it. Have to find a legal supplier.
Jeffroig: MetroModeler sounds good. I'd like to try it. Have to find a legal supplier.
I prefer dangerous freedom over peaceful servitude. -- Thomas Jefferson/Jean Jacques Rousseau
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Draise
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Re: Draises WIP - Commercial City Street Scene Challenge
Righteo, using Paint.net, I made a quick little texture, amping up contrast, color and mask cutouts to add a bit of gradient random greens with some noise and crystaline deformers. I had to do it quickly so it isn't amazing, but it works. Also used TS deafult grid bump texture thing to use Prodigies super DX shader with reflection environmaps. Quickly slapped them on.

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trueBlue
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Re: Draises WIP - Commercial City Street Scene Challenge
Way cool trick of the trades young fellow! I can here the band Journey in the background singing. "We built this city on Rock n Roll".Draise wrote:Righteo, used the displacement thing for a quick city scape.
Using that with the displacement tool on WS, i got this:
Nice work and thanks for sharing your process!
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Draise
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Draise
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Re: Draises WIP - Commercial City Street Scene Challenge
hehehe, yeahp! No worries. I'll keep sharing.trueBlue wrote:
Way cool trick of the trades young fellow! I can here the band Journey in the background singing. "We built this city on Rock n Roll".
Nice work and thanks for sharing your process!
The lanes I did with some curves saved off into the curve library on the MS. Then I made a shelled cylinder on the WS. Then with that I extruded the lanes on the MS and saved them as objects on the WS to import into the scene.
Now for the fun part.
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jeffroig
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Re: Draises WIP - Commercial City Street Scene Challenge
I can send it to you, it is a freeware version.Draise wrote:GREAT! Sounds awesome! But I can't find it in the depths of the internet.... (well legally)....
I did find a plugin for Blender tho - Suicidator
But I had trouble installing it in the blender version I've got, so I found this other simpler one to use with displacement maps.
Send me a PM and let me know where you want it sent to.
..
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Draise
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Re: Draises WIP - Commercial City Street Scene Challenge
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Draise
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Re: Draises WIP - Commercial City Street Scene Challenge
I got a posting infection, can't stop!
I had to scale the bridge tower down for the scene. Now I am working on the stations, and maybe an underwater tubing inter continental TT lanes. They can vacuum suck commercial and industrial pods at up to 6500 km per hour, but with careful accelleration that doesn't go over 2G.
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bitkar
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Re: Draises WIP - Commercial City Street Scene Challenge
this will look very cool! and the city trick is good. What did you use for making the 3D from that height map? I know only about truedisplacement plugin (for model space),... i guess you used something procedural for WS, right?
keep it up!
keep it up!
Michal aka bitkar
tS freak since tS2 (1998) and forever (tS7.61 modeler)
tS freak since tS2 (1998) and forever (tS7.61 modeler)
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Draise
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Re: Draises WIP - Commercial City Street Scene Challenge
Ok. modeling and textures done. No light setup yet, but this one is actually quite adequate. I just need to get a presentation sorted, but I have a dinner with a friend. So gotta go.
I'll get this done by midnight, for sure I think.
Finger's crossed. I won't take long.
(and I'll share the secret to the displacement maps on WS soon!)
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Finis
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Re: Draises WIP - Commercial City Street Scene Challenge
Super speed modeling! I like the tube-bridge tower set up. I predict a close vote in poll.
You already wrote the client's description but be sure to include it with the entry.
You already wrote the client's description but be sure to include it with the entry.
I prefer dangerous freedom over peaceful servitude. -- Thomas Jefferson/Jean Jacques Rousseau
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Draise
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Re: Draises WIP - Commercial City Street Scene Challenge
DONE! I think in time!!! No animation tho... =( Here are some of my resources.
http://thefree3dmodels.com/stuff/archit ... /11-1-0-10
http://thefree3dmodels.com/stuff/archit ... 1-1-0-1479
http://thefree3dmodels.com/stuff/archit ... 1-1-0-1709
http://bentibbetts.net/citygenerator/citygenerator.html
I did have a bit of trouble on in TS rendering at super large sizes for AA. But later I figured it out using only double size. My card does 8 times AA anyway!
Also the sea decided to do a weird shadow thing on me...... didn't fix it.
If you want to view the renders, you can go here, or check out the competition.
Examples:



http://thefree3dmodels.com/stuff/archit ... /11-1-0-10
http://thefree3dmodels.com/stuff/archit ... 1-1-0-1479
http://thefree3dmodels.com/stuff/archit ... 1-1-0-1709
http://bentibbetts.net/citygenerator/citygenerator.html
I did have a bit of trouble on in TS rendering at super large sizes for AA. But later I figured it out using only double size. My card does 8 times AA anyway!
Also the sea decided to do a weird shadow thing on me...... didn't fix it.
If you want to view the renders, you can go here, or check out the competition.
Examples:



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Draise
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Re: Draises WIP - Commercial City Street Scene Challenge
Programs:
Paint.Net - textures
Vue 10 Pioneer - Terrain Displacement Map
trueSpace 7.6.1 beta 8 (MS) - Modeling
trueSpace 7.6.1 beta 8 (WS) - Render and Posteffects, Displacements Mapping, Modeling, Concept, Shader Mapping
City Generator - City Displacement Map Generator
Paper and Pencil - Concept
All legal, all free!
Paint.Net - textures
Vue 10 Pioneer - Terrain Displacement Map
trueSpace 7.6.1 beta 8 (MS) - Modeling
trueSpace 7.6.1 beta 8 (WS) - Render and Posteffects, Displacements Mapping, Modeling, Concept, Shader Mapping
City Generator - City Displacement Map Generator
Paper and Pencil - Concept
All legal, all free!
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MikomDude
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Re: Draises WIP - Commercial City Street Scene Challenge
Good job!
Looking forward to the final image =)
Looking forward to the final image =)
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Steinie
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Re: Draises WIP - Commercial City Street Scene Challenge
Oh sure there is ALWAYS one guy who decides to paint his house RED!...non-conformist!!!...
Very nice work!
Very nice work!
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Draise
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Re: Draises WIP - Commercial City Street Scene Challenge
Hehehehe, non-conformist. 
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Prodigy
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Re: Draises WIP - Commercial City Street Scene Challenge
Very nice work Drise! i have a question about Ambient Occlusion, which software and what was your workflow to send it to workspace side?
Keep the good work, very nice results!
Keep the good work, very nice results!
๑۩۞۩๑ prodigy ๑۩۞۩๑
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Draise
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Re: Draises WIP - Commercial City Street Scene Challenge
AH yes, the AO.
The false AO is actually a lighting trick in only the WS. It isn't a true nor accurate AO calculation, just a "gaming" realtime aesthetic work around.
AO works with a series of rays shot into the scene in a sphericle or semisphericle array. Out to in. Each ray will hit a point and not shine into an occluded spot. It works like the opposite of an Ambient ray which passess everything in to out and out to in, lighting every polygon. The AO works out to in with occlusion - aka shadows.
So I got a whole bunch of directional lights in the WS (in this cause, 16 directional lights) all hooked up to floats controlling each's sample's, filter size, size, and shadowmap size. They are organized in a large semi sphere array pointing into the scene. Now with incredibly high shadow map sizes, large coverage, and a very soft filter with a semi high sample count.... the lights organized in a semi sphere larger than the scene then begin to start to occlude everything in the scene (creating a nice soft occlussion in realtime).
I posted a small thread on the concept here. It is also free do download and to experiment with.
But now I am working on a light rig with 32 or more "rays" and similar controls with a cleaner array that should get rid of some "muddy" effects viewd with horizontal rays. I will update the rig shortly. I calculate that the more "rays" I have, the nicer it'd look, tho high filter sizes does a GREAT job with what i've got!
Depending on your graphics card, keep the sampels low, and the light intensity of all the rays very low (you just want ambience) and also if it starts to get heavy, keep the shadow map low also. Also, keep the filter size around 25 - 35.
The false AO is actually a lighting trick in only the WS. It isn't a true nor accurate AO calculation, just a "gaming" realtime aesthetic work around.
AO works with a series of rays shot into the scene in a sphericle or semisphericle array. Out to in. Each ray will hit a point and not shine into an occluded spot. It works like the opposite of an Ambient ray which passess everything in to out and out to in, lighting every polygon. The AO works out to in with occlusion - aka shadows.
So I got a whole bunch of directional lights in the WS (in this cause, 16 directional lights) all hooked up to floats controlling each's sample's, filter size, size, and shadowmap size. They are organized in a large semi sphere array pointing into the scene. Now with incredibly high shadow map sizes, large coverage, and a very soft filter with a semi high sample count.... the lights organized in a semi sphere larger than the scene then begin to start to occlude everything in the scene (creating a nice soft occlussion in realtime).
I posted a small thread on the concept here. It is also free do download and to experiment with.
But now I am working on a light rig with 32 or more "rays" and similar controls with a cleaner array that should get rid of some "muddy" effects viewd with horizontal rays. I will update the rig shortly. I calculate that the more "rays" I have, the nicer it'd look, tho high filter sizes does a GREAT job with what i've got!
Depending on your graphics card, keep the sampels low, and the light intensity of all the rays very low (you just want ambience) and also if it starts to get heavy, keep the shadow map low also. Also, keep the filter size around 25 - 35.
