Jmp's Field Scenes

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The calculation for the canvas covering the truck is being done via blender

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Your advice is very helpful to me :)

I've been looking very closely at your scenes JMP. min71 - you have very good wood texture for the walls, is this done with displacement?

mds7_im - how have you created the rust effect on the boiler, and "peeling paint" effect?

mds7_w3 ...... I wouldn't have a clue how to create the folded bed sheets as you have, how have you done it?
 
For the sheets I use blender . The wood is done with a bump . The floor intersections in black for displacement . and rust. speed painting photoshop
 
One other thing, This small picture on the table is not displaying and I don't now why. I've tried making it deeper, but I cannot make the actual picture itself deeper, just the surface on the other side (the picture itself is curved and cannot be pulled).

Shall I just find another pic? The wall pic of the phillipines is fine, and is also very fitting as it could easily represent Wutai, even though the angle prevents one from seeing the picture properly

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I do not understand the question too , if extruding and just paint the face with Thrupaint .
 
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Still waiting for the graphics card that will allow me to work my textures quickly :)

The sheet of the truck was made with Blender
 
Looking good!  :D
Sometimes it's difficult for me to work in the week because I get very tired, so I didn't do much last night, however I DID fix the lamp, your advice worked perfectly  :D :D I forgot that you don't have to use a lightsource to have light; just enable emmittance via the mat-lab. Worked like a charm  :D

I also installed fredo tools / thrupaint. I'll have a play around tonight. And I'm glad your graphics card will finally arrive today  ;D
 
I'm still waiting for him, it looks like a 3 year old who expects his toys at Christmas, I wait ^^

Thrupaint requires learning but once known facilitates each spot in Sketchup, lets not to deform the images, adjust them with one click, allows texturing rolls with unparalleled simplicity, sometimes tedious, because sometimes you have to remodel a cylinder because the first does not work yet identical ^^
 
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Well, I install my graphics card and I have set, allow me first of all not to have bugs in my modeling program (phew).
Then using CUDA technology, it allows me to pre-calculate my scene faster on my final rendering (though very few), but using the presto engine, I get a scene like the one that allows me to correct my texttures ( here I optimized animal skin to test this :) card) and my lights barely 4 minutes. What will make me gain some time.
 
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Rendering high-quality :) I have taken the liberty of creating a different mat :p
 
In jailin4 there seems to be some thin rope hanging down from what appears to be blinds. I'm unsure how to go about making this rope. In your scene, I can see some wire hanging from the coat hook. How have you created it?

The surface of the desk, is this bump only, or bump and displacement?

The speed at which you work amazes me   ;D
 
Wood is still doing with a simple bump, for the string I'm a thread with tools and pencils curve after a simple circle extruded along the wire trace previously. Then I use a texture with a bump that I place with Thrupaint
 
I had a feeling that's how you did it. "Follow Me" I take it? I can do that.

This weekend I'll play with thrupaint to try to (finally) get corelin finished
 
Yeah, I understood what you meant  :D I just wasn't sure if you meant extrude using push/pull then use some fancy trick. As you know, Follow Me can sometimes be unpredictable, and I haven't made string before. I may have a go try tonight. I'm working on kuro_12 still, the indents in the archway are taking a long time because I'm not sure how to work with curved edges properly yet:

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Remember to ask before starting a stage ! Luckily it is not done ... I do not see what szene c is, I do not have it on my laptop
 
Lol I did mention it in a PM  ;)

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I reckon I can get the light correct, but the walls.... There is not a lot happening in this scene, so the things that are going on needs to be correct. What do you suggest? I was going to experiment with Sandbox to recreate the rock-face type texture of the walls and floor.
 
Delete your edge at the door, use a texture to do this kind of detail, working a good displacement will get the hollow vault for this :)

I make you a PM to help you in creating texture :)
 
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