piranha: red origami crane (Default)
4 other projects added to http://picasaweb.google.com/pleochroic/WorksInProgress
piranha: red origami crane (Default)
and still totally caught up in sketchup monomania, i've uploaded some of my work in progress so y'all can have a look at what i am doing if you want to. questions welcome.


hope everyone is alright; one of these days i will at least _read_ LJ again.
piranha: red origami crane (Default)
and here's today's bit of work.
torre del moro, costa blanca, spain torre del moro, costa blanca, spain
somebody on renderosity asked what it would cost to create a model of this tower. i'm curious too. first i went on the net and found some more references, since his picture wasn't very good.
torre del moro done in sketchup. this went a lot faster because i now know how to tackle the workflow, and also because i figured how to do object replication during rotate, which made the merlons a piece of cake. this is an extremely low poly model; if i were to actually sell this (or give it away), i'd do some smoothing in maya. the texturing will be more time-consuming than the modeling. depending on how realistic he wants it to be, much, much more time-consuming; i'd probably build a displacement map for the rockwalls.
piranha: red origami crane (Default)
so the paramour has been back for a week, which has helped with dragging myself out of the slump. i've actually managed to do basic life maintenance (cooking, cleaning, errands), and that's been a good feeling. and the last couple of days i've also managed to add some modelling work. well, "work". mostly i've been playing with sketchup, the entry level version of which google now offers for free. it's a rapid visualization tool, quite intuitive, and great fun. i'm going to build a couple of 3D castle models for poser, i think. here's my first version of an ancient fortress, inspired by the one in in the village of kestřany, which is in south bohemia, in the czech republic. it dates back to the 14th century, and man, i'd love to live in this sort of place. one of the things i miss most about europe is the complete lack of really old buildings here in the "new" world.
gothic fortress gothic fortress
done in sketchup, rendered like a spiffy architectural design. :)
lower fortress at kestřany lower fortress at kestřany
this is an example of the references i used
piranha: red origami crane (Default)

bureaucracy muse close-up bureaucracy muse close-up

the *poing* wanted to see her face more closely, so here it is -- along with changed hair colour because i didn't like the red tape shader on the hair all that much. the hair needs a bit of extra postwork because there are a couple of angles where there should be curves.

piranha: red origami crane (Default)

muse of bureaucracy i am actually working with image-based lighting and ambient occlusion, but here's another side effect of my imagination who wanted out.

piranha: red origami crane (Default)
i've taken a couple of days out from cloth modelling to dive a bit (a shallow dive) into texture mapping (which means the application of 2D images to 3D objects). this'll be part of the cloth modelling once i get beyond the stage in which i am now, the part where the boring lambert shaders turn into rich and decadent fabrics from the orient, *heh*.

and i did some thinking about it, being as i've been lately exposed to the poser community, which has become enamored with high-resolution, " ultra-realistic" textures. such textures are expensive in terms of processing power. and i am hard up for that. so i went through calculating just exactly what resolution i'd need my texture maps for those clothes to be. i know there will be about 2 of you who care, *snicker*, the rest can stop reading here. and if you care about the paramour's report (and a picture) of passport woes and our resultant trip to victoria earlier today, you can read that instead.

if i am rendering at, say, 1024x768 to make an image i can admire on my desktop, it's immediately obvious that i don't need a 3000x3000 texture for anything, including the background, right? ok, it's really that simple from there on: just about how large is any object proportionately to the entire frame -- that's the resolution its texture needs to be to show up at maximum detail (i am presuming that texture is already adjusted to the object in question). if i am rendering the figure fairly large within the frame, and the skirt takes up about a third of the screen, that comes to about 342x256.

a couple of maya specifics: it likes textures square (they don't have to be, but it uses the memory anyway), and it likes them in multiples of 64. so i'll up the 342 to 384, it'll look just as good, and my CPU will be a lot happier than with a higher resolution. and this one's quite hidden: there's a default value of which you should be aware if you've fine-tuned your texture well: in the attributes for the file texture, under "effects" turn the filter down. its default of 1 blurs the texture slightly, which generally is useful to reduce pixellation, but it can be counter-productive if you've worked things out precisely to show enough detail for your render resolution.
piranha: red origami crane (Default)
i know the *poing* will want to see this, so everyone else has to put up with it. :)

i've been busy learning how to model cloth in maya. here are the first two pieces. the model zirself isn't mine; zie's on loan from alias -- i call zir loreZ. very patient, though the expression probably indicates just what zie thought of standing there all night, having me fiddle with zir clothes. the shirt and the pants are made from scratch. they're draping pretty well for the most part, though the pants need more work; if one watches closely one can see a couple of poke-throughs in the tiny animation (click on 4th thumbnail). they're sadly obvious in the original. :)

i really like the way maya handles cloth; the workflow comes pretty naturally to me -- it's much more akin to tailoring than frex box modelling. one lays out a few curves in a plane to roughly circumscribe the pieces of the garment, then connects those curves into panels (which ends up looking like a boxy sewing pattern), and seams the panels together into a garment. all the really hard work is done by the cloth solver.

first shirt first pants loreZ modelling sashaying outta here
first shirt

first pants


outta here

and now to bed. late night, but i learned a lot.


piranha: red origami crane (Default)
renaissance poisson

July 2015

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