sidebar features
sidebar content

Go Back   Blender Artists Forums > Artwork > Works in Progress

Reply
 
Thread Tools
robbur's Avatar
robbur robbur is offline
Member
 
Join Date: Mar 2006
Location: Staffs UK
Posts: 334
I’m not sure whether to post this in Work in Progress but there isn’t a “Work about to progress” section.


A couple of weeks ago I was at a meeting In Athens and managed to grab a few hours to look around. I loved the Plaka area, the Café culture and steep narrow alleyways. The character of the old buildings was fabulous. I thought that maybe it would be a good project to try and recreate a street scene and try to incorporate the same character.
I am posting this because I am fairly experienced at modelling (engineering Stuff) but have almost no experience of UV texture mapping. It will be a good way to push me to learn a few new techniques, besides my wife bought me a graphics tablet last Christmas and I need a project that will get me use to using it. I think I will start blocking out the general layout tonight to get an idea for the perspective I want.



The photo is the reference I am basing the scene on.
............................................
Modelling with Precision
www.rab3d.com

You design things to be idiot proof, then they make better idiots.

Last edited by robbur; 20-Sep-07 at 19:08.
#1   Old 17-Sep-07, 20:32   
Reply With Quote


robbur's Avatar
robbur robbur is offline
Member
 
Join Date: Mar 2006
Location: Staffs UK
Posts: 334
I spent a while last night blocking out a rough layout of the buildings, it doesn't look much at the moment but it gives me the general perspective of the scene in Blender space.
I might add a few green cones and cylinders tonight to represent the vegetation.

............................................
Modelling with Precision
www.rab3d.com

You design things to be idiot proof, then they make better idiots.

Last edited by robbur; 20-Sep-07 at 19:10.
#2   Old 18-Sep-07, 19:21   
Reply With Quote
robbur's Avatar
robbur robbur is offline
Member
 
Join Date: Mar 2006
Location: Staffs UK
Posts: 334
Well I think I am happy with the position of everything from this cameras perspective. I am only doing a still image from the scene so I can keep everything simple by only modelling the visible sides of the buildings, it will make unwrapping easier.



The next stage for me is to have a go at texturing and detailing the front right hand building. It seemed pretty run down and weather beaten, should be a good challenge for my limited experience of texturing.
............................................
Modelling with Precision
www.rab3d.com

You design things to be idiot proof, then they make better idiots.

Last edited by robbur; 20-Sep-07 at 19:11.
#3   Old 20-Sep-07, 18:36   
Reply With Quote
robbur's Avatar
robbur robbur is offline
Member
 
Join Date: Mar 2006
Location: Staffs UK
Posts: 334
Added a bit more detail and applied a bump and colour map to the walls. I think it's starting to look a bit like a weather beaten building now.

............................................
Modelling with Precision
www.rab3d.com

You design things to be idiot proof, then they make better idiots.
#4   Old 21-Sep-07, 16:20   
Reply With Quote
FreakyDude's Avatar
FreakyDude FreakyDude is online now
Member
 
Join Date: Apr 2007
Posts: 1,374
looks good there Robbur. the colors seem to be going the right way. There's no unwrapping in this as of yet right?
But I don't know if you'll actually be needing that for this scene.
Not to worry, you'll still be able to use that tablet. I hardly use anything else. even for mechanical modeling.
Your approach looks good, but since we know you can model, I'm rather curious how this will turn out., texturewise.
............................................
Black mage: "See, if I cast featherlight, and then say "hadoken"......

my work: my site MTI_stickman-devilmanV3 MTI_Audine little_fellaX1a metaloterm.com
#5   Old 21-Sep-07, 17:34   
Reply With Quote
joeab's Avatar
joeab joeab is offline
Member
 
Join Date: May 2007
Posts: 292
Amazing the difference a good texture makes......
............................................
Yes, Yes, Yes, But mother, the fact that i found it in a ditch makes it a BETTER piece of equipment
#6   Old 21-Sep-07, 17:47   
Reply With Quote
robbur's Avatar
robbur robbur is offline
Member
 
Join Date: Mar 2006
Location: Staffs UK
Posts: 334
Thanks FreakyDude and joeab.
There is a bit of unwrapping if you count projecting the walls from the view as unwrapping, but nothing complicated. I needed to get the dirt stains below the windows lined up. One good thing is I have found out how useful W is in the UV editor. I am always amazed at how many new things you keep learning with Blender.
............................................
Modelling with Precision
www.rab3d.com

You design things to be idiot proof, then they make better idiots.
#7   Old 21-Sep-07, 18:34   
Reply With Quote
robbur's Avatar
robbur robbur is offline
Member
 
Join Date: Mar 2006
Location: Staffs UK
Posts: 334
I have added the door and frame, but I am not looking forward to unwrapping it. If I project the front face of the frame from the front view then project the side of the frame from the side view and stitch the two UV's together it keeps everything in proportion and I get a good UV map to paint the wood texture onto. If I use the unwrap feature it completely distorts the UV map making the long thin rectangles of the frame more like squares. Is there a quicker way to unwrap the door and keep everything in proportion?

............................................
Modelling with Precision
www.rab3d.com

You design things to be idiot proof, then they make better idiots.
#8   Old 22-Sep-07, 17:30   
Reply With Quote
Orinoco Orinoco is offline
Member
 
Join Date: Jun 2006
Location: Los Angeles
Posts: 5,355
Unwrap the front faces of the door using project from view, then pin them. Then select the front and side faces, and use plain unwrap. The pins will hold the frame in place. It won't be perfect, you'll still have to straighten out the side faces, but it's quicker than stitching things together.
............................................
Work in Progress: Another female model--- Getaway Airship
Finished Project: Treasure Chest -- Laser Platform -- The Watcher -- Chess Set
Blender Tests: Bone Roll Angles and Joint Deformations -- Tone and Gamma Corrections
#9   Old 23-Sep-07, 03:08   
Reply With Quote
robbur's Avatar
robbur robbur is offline
Member
 
Join Date: Mar 2006
Location: Staffs UK
Posts: 334
Orinoco: I had a play at pinning the projected view then unwrapping again. It will save me a lot of time.
This is where I am at with the door.

_______

And the UV, bump and colour map.
............................................
Modelling with Precision
www.rab3d.com

You design things to be idiot proof, then they make better idiots.
#10   Old 23-Sep-07, 10:29   
Reply With Quote
ahuri's Avatar
ahuri ahuri is offline
Member
 
Join Date: May 2006
Location: France - Paris
Posts: 239
good texture! keep it up it's good so far
............................................
Finished:
Playmobil

F1 Challenge

Wip:
DELTA the game
#11   Old 23-Sep-07, 11:33   
Reply With Quote
IamInnocent's Avatar
IamInnocent IamInnocent is offline
Member
 
Join Date: Mar 2002
Location: Montreal, Qc, Canada
Posts: 2,523
Quite nice to see how this evolves and quite instructive too.

Jean
............................................
-----------------------------------------------
Just be.
#12   Old 23-Sep-07, 12:02   
Reply With Quote
paulsgruff's Avatar
paulsgruff paulsgruff is offline
Member
 
Join Date: Aug 2007
Posts: 85
Looking really nice so far, out of interest as I am pretty new and also going to be making some wood textures for a project I'm currently working on, did you hand draw the wood surface after unwrapping or are you using imported images to create the grain effect?
#13   Old 24-Sep-07, 00:09   
Reply With Quote
robbur's Avatar
robbur robbur is offline
Member
 
Join Date: Mar 2006
Location: Staffs UK
Posts: 334
Well a bit more progress, the front window.

_______

paulsgruff: I used an image texture of 5 planks for the bump map, placed them on a separate layer to the UV map in Gimphoto (I am trying to wean myself off Paint Shop Pro) brought down the opacity so I could see the UV map then used gimps deform tools to reposition the planks. The colour layer was on top of this with a mask, just removed the mask where I wanted the wood to show through then added some grunge. After saving the wood layer to a new image I turned it to grey scale and added a slight gausian blur, so the bumps weren’t to sharp.
............................................
Modelling with Precision
www.rab3d.com

You design things to be idiot proof, then they make better idiots.
#14   Old 24-Sep-07, 17:15   
Reply With Quote
robbur's Avatar
robbur robbur is offline
Member
 
Join Date: Mar 2006
Location: Staffs UK
Posts: 334
The first buildings almost complete. Just a roof to add and maybe play around with some minor details. Any serious C&C of this would be appreciated. I would rather know if I am going wrong now before I start detailing the next building.


_____
............................................
Modelling with Precision
www.rab3d.com

You design things to be idiot proof, then they make better idiots.
#15   Old 26-Sep-07, 19:46   
Reply With Quote
FreakyDude's Avatar
FreakyDude FreakyDude is online now
Member
 
Join Date: Apr 2007
Posts: 1,374
For someone who's main thing isn't materials, you're doing a rather spectacular job here. If you want some crits, to tired to look close anyhow, uuuhm, maybe something about the wall tex looks a little odd, can't nail it down. Maybe the tex looks more "low" res than for instance the doors, it looks a little to blurry compared to the doors/windows etc.
Maybe, I'm just fishing here so I've got something useful to say as well.
blaaaaah.
gudnight peeps.
............................................
Black mage: "See, if I cast featherlight, and then say "hadoken"......

my work: my site MTI_stickman-devilmanV3 MTI_Audine little_fellaX1a metaloterm.com
#16   Old 26-Sep-07, 21:06   
Reply With Quote
paulsgruff's Avatar
paulsgruff paulsgruff is offline
Member
 
Join Date: Aug 2007
Posts: 85
Thanks for the reply about the bump and colour maps, it's helped me out alot!

Looking very good still, the textures are great. I agree with FreakyDude about the walls looking slightly wrong for some reason though. As some of the outer surfaces are scuffed off on it, I would expect the colour to not be quite so uniform all over, some faded bits that then sun has always been on and some extra slightly dirty bits might add something to it.

The texture on the wall next to the window (where it looks as if part of the wall has chipped off), the top edge of that goes off nicely upwards, however the bottom part of that area looks extremely horizontal, which might also be making that are look a little strange. A change in direction in it could make it look a little more natural.

It depends on the details in the reference I suppose, if I'm suggesting anything that isn't on there and you have been following it accurately (it's pretty small and hard to make out details) then ignore it.

Keep up the good work. It's a very nice looking project.
#17   Old 26-Sep-07, 23:57   
Reply With Quote
superkoop's Avatar
superkoop superkoop is offline
Member
 
Join Date: Apr 2007
Location: South Dakota, USA
Posts: 459
That little t-shaped thing to the left above the lamp, what is it? Because I can't quite tell what it is, and I don't see it adding much to the picture.
Everything else looks pretty prime!
............................................
:Pq=
My deviantART page. Press >>> HERE <<<
#18   Old 27-Sep-07, 00:16   
Reply With Quote
robbur's Avatar
robbur robbur is offline
Member
 
Join Date: Mar 2006
Location: Staffs UK
Posts: 334
Thanks for the comments, I will keep working at it.

Its not really fair to ask for Crit's without posting a decent reference image. So theirs one below. I am not going for an exact copy just something with the same feel.

When it comes to doing something new (texturing this time) I read the books, follow the tutorials then have a go. But call me paranoid or something but I always feel I am doing it the hard way and someone will tell me a much quicker method after I have laboured over the project for 10 times longer than is needed. Maybe it simply that at the beginning of a learning curve, things take a lot longer?

............................................
Modelling with Precision
www.rab3d.com

You design things to be idiot proof, then they make better idiots.

Last edited by robbur; 27-Sep-07 at 07:12.
#19   Old 27-Sep-07, 06:49   
Reply With Quote
robbur's Avatar
robbur robbur is offline
Member
 
Join Date: Mar 2006
Location: Staffs UK
Posts: 334
I am calling this first building done for now. I might need to come back to it and tweak a few things after the foliage is added?



Its on to the coffiee shop next, ah caffeine :P
............................................
Modelling with Precision
www.rab3d.com

You design things to be idiot proof, then they make better idiots.
#20   Old 29-Sep-07, 07:36   
Reply With Quote
Reply

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT. The time now is 22:58.


Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Logo and website design copyright © 2006 by froodee design bureau. All rights reserved.
Other Blender Sites
new icon Blender Homepage »
The official Blender homepage
new icon BlenderNation »
Fresh Blender News, Every Day
new icon Blenderart Magazine »
Blender articles, tutorials and images.
Blender Headlines
Featured Artwork
Short animation: Barrel by Phlopper
Woolly mammoth by sebastian_k
Photorealistic classic furniture by eMirage
Social BlenderArtists