Pumpaction is bored :(
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PumpAction
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PostPosted: Sun, 1st May 2011 02:43    Post subject:
PART 4b)
+ Place a primitive(cube) in the scene as our floor and modify it a little bit

Now that we have a textured sky in the scene, let's go on and place stuff. Please keep in mind that the skybox will never move from it's place Smile Afterall it's just a picture Very Happy

Click on the primitive set and select the cube.


Now that it is in your object list, (select it if it was not selected and) open the "Object" tab in the Attributes window.

Set the obect Size to X:1000, Y:40, Z:1000 and click in the viewport on the green arrow of the cube, to pull it a little bit down (hold shift and move it 20m down). Or enter -20 for Y in the coordinates window. (Careful, don't change the size in the coordinates window!)


To render your current viewport just press CTRL+R.

If you click anywhere it will revert back to the 3D Viewport.
If you want to finally render your scene press SHIFT+R and the render view will open up.

Now let's place a nice wood texture on that cube.
Create a new material and remove the check mark for specular and switch to the color. click on texture and load the "wood_texture_seamless.jpg".

Close the material window and drag that wood material on the cube in the object list and render the viewport (CTRL+R)


This texture does look very dull. We should add some reflective surface and a bump map.
Open up the wood material again (note: all objects with this material are automatically updated when you make changes to the material) and place a checkmark on bump and reflection. Switch to bump and select the same "wood_texture_seamless.jpg" as before (note: strength determines how strong the Bumpmap effect will be).

Now switch to Reflection. Select Texture (the small button with the grey arrow) and from the List Fresnel. Fresnel textures will look different according to the view angle of the camera. (The fresnel effect is stronger the flatter the angle is in that the camera looks at the surface.)
You can wittness this effect in the real world when you look at a lake. If you bend over the water and look directly into it, you'll just see a very little reflection of yourself. But if you look at the water further away (because of the flatter angle) it'll almost look like a mirror. Same with Glass and other materials.


Render your viewport again:


Ofc the effect is too strong but by playing around with the strength of the bumpmap(10%), the fresnel gradiant (in the reflection) and the blur in reflection (darker gradient, 5% blur, min 4, max 16)

you can achieve this look


Please note that I clicked on the material of the cube object IN the object list (to open the Texture properties for this object) and increased tiles X to 2 and tiles Y to 4, so that not only one tile of the texture is stretched over the whole object, but 2x4 tiles. The texture looks sharper this way, but don't use too many tiles or it will look like grainy, repetetive shit Smile


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PumpAction
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PostPosted: Sun, 1st May 2011 02:46    Post subject:
ok, I just had 3 hours of sleep yesterday and I'm tired as fuck. We'll continue from here tomorrow Smile Sorry <3


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PumpAction
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PostPosted: Sun, 1st May 2011 02:48    Post subject:
human_steel wrote:
Sincere admirations for the time you're willing to spare, Pumpy.


Gomp wrote:
Great work pumpy, I wouldnt even know how to start doing this kinda work Crying or Very sad


b0se wrote:
Thanks a lot mate, im going to start testing that when the cinema4d download is done .


Thanks a lot for the kind words! Hopefully you guys will find joy in this and maybe we'll have some more guys around here for this kind of stuff Smile


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Mikey5449
Superdad



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PostPosted: Sun, 1st May 2011 05:23    Post subject:
Seriously, you got some major talent there Pumpy. I always enjoy browsing this thread.
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xDBS




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Location: USA / Japan
PostPosted: Sun, 1st May 2011 05:50    Post subject:
Awesome Pumpaction. You do have excellent talent.


PC Specs: A Maganavox' Odyssey
Tweaked to play Frogger, Lemmings & GTA4

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ixigia
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PostPosted: Sun, 1st May 2011 06:06    Post subject:
Amazing stuff my Ducky Surprised (and amazing patience too!)
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human_steel




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PostPosted: Sun, 1st May 2011 13:37    Post subject:
This should be moved to its own separate thread and be stickied either in the 'Applications' or 'Programmers Corner'. Smile
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b0se
Banned



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Location: Rapture
PostPosted: Sun, 1st May 2011 14:04    Post subject:
The poor man didn't sleep just to make us that tutorial .

I love you dude .


Keep up the good work .


[spoiler][quote="SteamDRM"]i've bought mohw :derp: / FPS of the year! [/quote]
[quote="SteamDRM"][quote="b0se"]BLACK OPS GOTY[/quote]
No.[/quote][/spoiler]
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HubU
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PostPosted: Sun, 1st May 2011 14:06    Post subject:
Great work indeed! Smile


"Music washes away from the soul the dust of everyday life." ~Berthold Auerbach
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PumpAction
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PostPosted: Sun, 1st May 2011 14:25    Post subject:
Thank you guys, much appreciated Very Happy <3<3<3 Let's continue I'd say Smile

Oh and to keep this thread/tutorial interactive, why don't you guys suggest something simple to model? Maybe a glass or a flask? (No fluids for now, that'd make it waay to complicated, remember, I'm still a c4d noob Very Happy)

In the mean time I'll write the next part (creating a 3D text and material for it).


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PumpAction
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PostPosted: Sun, 1st May 2011 15:02    Post subject:
PART 4c)
+ Create a text spline and extrude it into a 3D Object (+material)

Now that our floor is ready and we have a skybox sourrounding the scene, we'll start playing around with splines!

First, create a text spline (Spline Set-> Text)


And enter any text you'd like.

Now we should give our text some depth. As our Text is just a spline, it won't be visible when rendered. But we have nurbs. They can create 3D objects out of splines.

So open up the Nurbs set and click on Extrude nurb. Drag your text object from the object list into the Extrude Nurb in the object list. And render the viewport (CTRL+R).


Let's just create a very simple white material. For this just create a new material, remove the fake light source reflection (specular) and just leave color. In color set the brightness to 100% and all of the red green and blue values to 255 for a full white surface. Apply that material to your text by dragging it from the material list onto your object in the object list. All textures that are applied to an object are shown at it's right.


Now you might ask yourself why the object looks so dark, even though we made it's material fully white. Well first of all There is not much light coming from the side where our camera stands, so this side of the text naturally stays dark. You can either place another light source in the scene to lighten up that part or rotate and place the text until you think the lighting looks good. Keep in mind that the lighting from such image based skies look superior to fake light sources if you don't know what or how to setup the light Smile


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PumpAction
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PostPosted: Sun, 1st May 2011 15:04    Post subject:
Btw any questions, suggestions?

I'm waiting guys Smile


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human_steel




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PostPosted: Sun, 1st May 2011 15:17    Post subject:
A bowl of fruits. Or a vase with a flower in it. Smile
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BearishSun




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PostPosted: Sun, 1st May 2011 15:26    Post subject:
PumpAction, looks nice, how long does it take to render that last scene? And if you know, what's the triangle count and resolution of the viewport?

Also, does it use CPU or GPU for rendering, or both?
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PumpAction
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PostPosted: Sun, 1st May 2011 15:31    Post subject:
Just CPU rendering. Says 2 seconds in the viewport (507 x 454) at this resolution and 17 seconds at full hd ( http://www.abload.de/img/502fullhdxnk8.png ).

(My machine -> Athlon II X4 640, 4x3.0GHz, 2GB RAM, Win7 professional x64, cinema4d 64bit)


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Last edited by PumpAction on Sun, 1st May 2011 15:37; edited 1 time in total
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PumpAction
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PostPosted: Sun, 1st May 2011 15:35    Post subject:
human_steel wrote:
A bowl of fruits. Or a vase with a flower in it. Smile


Ok the vase with a flower sounds nice! We'll start of with the vase.. and most probably skip the flower Cool Face (or maybe not, let's see how this one turns out!)




(why skipping the flower? first of all, what would we need for a flower? As it is organic we would need to have materials that are semi transparent or at least let light shine through them. For this we'd need to use subsurface scattering. This is included in C4D, but only accepts light sources (and not light from global illumination [our sky!]) to shine through. Just making the material a little bit transparent wouldn't do the trick. Second problem, modeling the leafes and all the shit, we'd need new textures and so on ... This wouldn't be an easy task to accomplish. Ofc we could fake the flower but I'd have to try and model a flower myself first to decide if the result would be good enough to present Smile )


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PumpAction
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PostPosted: Sun, 1st May 2011 15:42    Post subject:
oh human_steel btw. a vase out of glass or porcelain?


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b0se
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PostPosted: Sun, 1st May 2011 16:07    Post subject:
Found MAXON.CINEMA.4D.Studio.v12.0.MULTiLANGUAGE.HYBRiD-PANTHEON hope it doesnt have the interface changed .


[spoiler][quote="SteamDRM"]i've bought mohw :derp: / FPS of the year! [/quote]
[quote="SteamDRM"][quote="b0se"]BLACK OPS GOTY[/quote]
No.[/quote][/spoiler]
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human_steel




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PostPosted: Sun, 1st May 2011 16:07    Post subject:
I prefer glass. Smile
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KGen




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PostPosted: Sun, 1st May 2011 17:18    Post subject:
PumpAction nice tutorial! Can you explain what is the difference between 3dsmax and C4D? I didn't even know such program exist until your tutorial, but it looks like it's easier to get nice results than with 3dsmax.


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PumpAction
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PostPosted: Sun, 1st May 2011 17:43    Post subject:
b0se wrote:
Found MAXON.CINEMA.4D.Studio.v12.0.MULTiLANGUAGE.HYBRiD-PANTHEON hope it doesnt have the interface changed .


You can always adjust the interface. The standard interface actually doesn't look much different from what I have.

Am eating and talking to my fiancee right now, so no updates for now Smile I'll continue later this evening Smile


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PumpAction
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PostPosted: Mon, 2nd May 2011 01:13    Post subject:
@Kgen: Sorry didn't saw your message Smile

Well the difference for me is that I never bothered setting up max because as far as I know you'll need external renderers and stuff so that the final rendered image looks good :/

C4D is very nice for just designing and rendering your shit. But 3DS Max is very established (like MAYA) within game development studios...

In the end it doesn't really matter which one you use. If you use one, you'll understand the other just better. Take the one that looks best suited for you and/or your project Smile


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KGen




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PostPosted: Mon, 2nd May 2011 07:29    Post subject:
Thanks, downloaded C4D and some Lynda tutorials, going to mess with it a bit Smile


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b0se
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PostPosted: Mon, 9th May 2011 04:39    Post subject:
Few exams this week and i will begin your tut mate .


[spoiler][quote="SteamDRM"]i've bought mohw :derp: / FPS of the year! [/quote]
[quote="SteamDRM"][quote="b0se"]BLACK OPS GOTY[/quote]
No.[/quote][/spoiler]
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PumpAction
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PostPosted: Mon, 9th May 2011 11:39    Post subject:
Hey, great! I'll update this tut in this week then... I hoped for a little bit of participation Smile


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Kurosaki




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Location: germany
PostPosted: Sun, 11th Sep 2011 01:55    Post subject:
PUMPY!!!!

I was bored and right now I'm about to start modeling again! - I had a pretty looooooong break xD

I hope I can ask you for some help if I need some? Very Happy

my new project:



2 of my "old" projects... and they're really old Very Happy

 Spoiler:
 
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moosenoodles




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PostPosted: Sun, 11th Sep 2011 02:15    Post subject:
shouldn't that avenger only have one door on each side Razz
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Kurosaki




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Location: germany
PostPosted: Sun, 11th Sep 2011 02:29    Post subject:
Yea, I was going to make a normal humvee first, then cut parts off for the avenger Very Happy
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moosenoodles




Posts: 18411

PostPosted: Sun, 11th Sep 2011 02:56    Post subject:
Its the TOW hummer that has the 4 doors right? Very Happy

what you make it in?
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Kurosaki




Posts: 5673
Location: germany
PostPosted: Sun, 11th Sep 2011 02:58    Post subject:
Cinema 4D

Surprised
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