U3DAC May 2014 Fallen - Vallen Donut.

User avatar
Draise
Captain
Posts: 3200
Joined: 21 Sep 2009, 19:33
Type the number ten into the box: 0
Location: Bogota, Colombia

U3DAC May 2014 Fallen - Vallen Donut.

Post by Draise »

Started with a donut.

I will play more with the WS, I like it.... the WYSIWYG viewport and the familiar tools, the simplicity of it all..... it's relaxing.

Image

I will see what kind of image I will create...
User avatar
Draise
Captain
Posts: 3200
Joined: 21 Sep 2009, 19:33
Type the number ten into the box: 0
Location: Bogota, Colombia

Re: U3DAC May 2014 Fallen - Vallen Donut.

Post by Draise »

Image

Thought the AO was not cool, so amped it up.

I think this time around I will recreate my area light using spotlights, then combine it with my AO light system, for simple scene I could get some real nifty lighting effects.

I also found out some cool new DOF tricks in compositing with Blender! ;)
User avatar
Draise
Captain
Posts: 3200
Joined: 21 Sep 2009, 19:33
Type the number ten into the box: 0
Location: Bogota, Colombia

Re: U3DAC May 2014 Fallen - Vallen Donut.

Post by Draise »

I did a concept drawing for this one... wanted to say a story, but um... I overpassed the deadline, but that doesn't mean I will stop at this one. I will use this thread and learn how to texture bake more things in Blender, I'm loving it so far.. it's so cool for so free!

So.. more will come. I will render with the WS as always, but maybe with some Cycles baking included.... Let's see......... Maybe even a small animation.. Dunno.. Wanting to work more on personal projects, keep learning, and also... want to write more, get some stories out there. I want to communicate things artistically.. and.. yeah.
User avatar
Steinie
Captain
Posts: 2958
Joined: 21 May 2009, 17:38
Type the number ten into the box: 10

Re: U3DAC May 2014 Fallen - Vallen Donut.

Post by Steinie »

...and we are with you every step of the way Buddy! It is so cool to keep learning something new. :bananathumb:
User avatar
Dragneye
Lieutenant
Posts: 906
Joined: 02 Sep 2009, 22:09

Re: U3DAC May 2014 Fallen - Vallen Donut.

Post by Dragneye »

I second Steinie's comment.
User avatar
Draise
Captain
Posts: 3200
Joined: 21 Sep 2009, 19:33
Type the number ten into the box: 0
Location: Bogota, Colombia

Re: U3DAC May 2014 Fallen - Vallen Donut.

Post by Draise »

Image

learnt more sculpting, and learnt how to Vertex paint, then bake it to a material to use elsewhere.

Handy, as the Vertex paint is much faster than painting on 83,000 polygons on my dualcore.....

I also learnt how to use the Blender Game Engine (BGE)... and to me it has HUGE potential, though the viewport maybe all nothing but GLSL. Found out how to use "Varience" shadow types with no Bias and low sizes to create blurry shadows in realtime. I also learnt how to possibly rig up a realtime SSS shader. I will study TS's one first, as I love it, and try apply it to the blender viewport later - having nodes for shading is very handy. I think I could do some neat near realtime stuff later on once I have my repositry and knowledge of the BGE all sorted.. that might be fun. Actually, this image has a quick little SSS experiment, which makes the whole object strangely.... very very translucent, no depth.. so I will have to work on that............ You can see below:

Image

So anyway, progress has made a nicer texture/shape and made it look more like a donut, thanks to references.

I also found a lot of cool nifty addons, like a cool theme that has transparent panels to the side, quick preferences to lighting setups, some texture painting things for later (need to test them, might help with my multi-thousand poly meshes), VSE things for later (to try out), interface improvements (a cute little toggle and selection widget), among other things.
Also..learning to use the Node Efficiency addon, which is very handy. Oh.. and I'm using a test build, 2.71.

I am actually liking blender...

Anyway, now to port this back into trueSpace, for maybe one or two last affairs with my first love.
User avatar
Draise
Captain
Posts: 3200
Joined: 21 Sep 2009, 19:33
Type the number ten into the box: 0
Location: Bogota, Colombia

Re: U3DAC May 2014 Fallen - Vallen Donut.

Post by Draise »

Thought to link, and help me archive, the tools that I use:

VSE Quick Functions

Pie Menus - UI interface widget helper

External Paint Autorefresh - (to try out)


QuickPrefs - lighting preferences

Texture Paint Plus - extra painting tools

For texture painting, one needs a beefy computer for sure.
User avatar
Draise
Captain
Posts: 3200
Joined: 21 Sep 2009, 19:33
Type the number ten into the box: 0
Location: Bogota, Colombia

Re: U3DAC May 2014 Fallen - Vallen Donut.

Post by Draise »

Image

My weekend is over.... oh well. Didn't get very far, decided to play in TS. this time I'm using my projector IBL light rig then my AO light rig, and soon I will make another Area light rig, out of spotlights, which is taxing on the graphics card, but it's beautiful and near realtime. It's nice to pop out renders - without caustics or refraction or reflection..... but nice to pop them out in a couple of seconds at most.

I experimented with some shaders I had lying around, due to the shear number or lights, and the inability to turn of specular on any of them, I had to drop the false AO effect and drop most of the ambience and increase specular bias by more than half.

I also played with the SSS, I have three different types, this one is probing to be the most useful.

Concerning rim lighting, I will have to probably make an object ID pass (randomize matte colours) and then later I may have to composite the rim lights using my new and fandangled Normal Light and shader rig.

I will stick to my RGB zdepth pass for depth, but in blender I may try turn it into a float so that I get better DOF results. That would be great!!!!!

I will stick to using my bloom effects on low, very blurred out.. which gives a sense of false light bouncing around, filling in dark spots with "spilled" light. I will amp up the contrast in comp.

So far I managed to get rid of most of the multispecular fill light problem, which is night, and now I will just have to play with my area light setup.. and model more for the scene. Oh modeling.. I am actually not really a fan of it, thought I like doing it..... weird right?

It's nice to see a scene this pretty work out real-time with old tech!


Image
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: U3DAC May 2014 Fallen - Vallen Donut.

Post by clintonman »

The doughnut is much improved. Before it looked hard like concrete. Now it looks edible and delicious. :)
Clinton Reese

http://clintons3d.com
User avatar
Draise
Captain
Posts: 3200
Joined: 21 Sep 2009, 19:33
Type the number ten into the box: 0
Location: Bogota, Colombia

Re: U3DAC May 2014 Fallen - Vallen Donut.

Post by Draise »

Thanks Clinton!! Yeah, thought this one would taste a bit better. Had to play with the SSS and specular to get it looking like "donut". It is more like how I want it now.

And! I'll try keep you guys updated as I go along, glad you guys are following. Keeps me motivated =)
User avatar
Draise
Captain
Posts: 3200
Joined: 21 Sep 2009, 19:33
Type the number ten into the box: 0
Location: Bogota, Colombia

Re: U3DAC May 2014 Fallen - Vallen Donut.

Post by Draise »

Image

Been procrastinating sooo much lately, so.. decided to stay off the inter-webs a bit and made this pen.

I used a photo reference to make it. I like how it looks thus far, it's.. beautiful really. I'm happy with it.
User avatar
MikomDude
Captain
Posts: 1930
Joined: 04 Oct 2010, 11:12
Type the number ten into the box: 0
Location: The Hague, Netherlands

Re: U3DAC May 2014 Fallen - Vallen Donut.

Post by MikomDude »

That is a very nice looking pen!

Return to “Work in Progress”