PDA

View Full Version : pot, 1st of many



zerobugetgamemaker
05-31-03, 03:07 PM
This is a pot I finished today, A sweep 3d, textured, and finished up with the method shown here (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=011191) and other methods.

tell me what you think.
http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1054418821unr.jpg

David

The Namek
05-31-03, 03:09 PM
looks very realistic, but I'd like some weak cracks :)

zerobugetgamemaker
05-31-03, 03:24 PM
Thanks Nemek. There were cracks, I guess the jpg conversion got rid of them. For the rest of my pots, Ill post a jpg, and a downloadable .bmp, which shows the cracks better. My goal here is to make these pots look real enough to convince someone. It's for a class any suggestions would be very helpfull.

David

The Namek
05-31-03, 03:28 PM
lol what suggestions do you want , I cant see the difference :p

Maybe a little more bumping and a more defined edge at the top... yet that still depends on the design of it... :)
http://www.adelelewis.com/images/pottery/pottery.jpg

Frenchy Pilou
05-31-03, 04:27 PM
Hi Zero
Cool Pot :cool:
For don't lost details with Jpg take a 90% rate compress !
Pilou

zerobugetgamemaker
05-31-03, 04:53 PM
Small update on the same pot. This jpg conversion looks better, you can see some of the cracks at

least. http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1054425162kds.jpg


David

Stolen_Goods
05-31-03, 05:10 PM
I like the texturing, expecially around the rim. what it needs now is a nice garden scene to put it in. Nice job. :tu: :tu:

zerobugetgamemaker
05-31-03, 10:26 PM
Another update, I moved the light, and intensified it to make it look like a camera's flash, not quite right yet though. Also, added rough bg of a museum which I'll later remove and replace with a more detailed museum room.

121 is, and would continue to be appreciated
http://www2.zbrushcentral.com/uploaded_from_zbc/200306/user_image-1054445185piu.jpg


Thanks
David

Jaycephus
05-31-03, 11:26 PM
I like your realism, but it would look better without the pixelation. I suggest using AAHalf mode, if possible. For demo users it really limits image size, but the results are far better. Using AAHalf is like rendering a version that is twice as wide and twice as tall as you want, and then taking it into PhotoShop and reducing the size back down, getting rid of most of your pixelation in the process. But with AAHalf, you can actually work on your picture in the reduced size, so there is no guessing about what a picture will look like after reduction.

The second suggestion for realism is to utilize Global Perspective. I think you have utilized it in the last picture above, so :tu: .

Also, I'm wondering how many rays you used in the last pic. If it was less than 50-100, bump it up for the final render. I don't know if the splotchiness on the walls is due to low rays, but it is a symptom of low rays, so I'm mentioning it.

Good looking pot. :tu:

zerobugetgamemaker
06-01-03, 10:07 AM
I used 56 rays I think. This time, I bumper it up to 305 :) hehe, That's the longest it's ever taken me to render a picture outside of terragen. And, of course, that didn't fix the blurryness, I changed aroud some other settings, and I think I have the lighting I want.

http://www2.zbrushcentral.com/uploaded_from_zbc/200306/user_image-1054487244siq.jpg

It's a little small, but here it is.

David

edit: There's a huge line going down the middle of this one...

http://www2.zbrushcentral.com/uploaded_from_zbc/200306/user_image-1054488095vwm.jpg
I rerendered and I think that fixed it.

David

Jaycephus
06-01-03, 01:44 PM
I brought up the thing about perspective because something didn't look right to me. But the shelf (or table top) has some perspective to it (parallel lines converging), so I thought that you probably used Global Perspective.

However, now that I've looked at it again, I see the PROBLEM. You have two different perspectives in this picture. Either you did not have Global perspective enabled, or the shelf was placed with it on and the pot was placed with it off. Look at the elipse made by the top of the pot. Now imagine a square lid on the pot. The imaginary lid's edges should be parallel to the shelf's edges. If that were true in real life, then you could trace four different lines along the left and right edges of both the lid and the shelf, and they would all converge at the exact same point at eye level. Well, the shelf's right and left lines appear to converge at a point to the right and below the top of the pot. (The front and back lines of the shelf converge to the left of the pot at the same height.) This means that for the shelf, eye-level is below the top of the pot. But we can see into the top of the pot, so the top of the pot can't be above eye-level. It's below eye-level. What this means is that the picture above cannot exist in real life, without making a distorted pot that only looks like this picture if it is photographed in this exact angle.

Two ways to avoid this in ZBrush are:

1. Use global perspective when composing a scene. You MUST hold the shift key when pressing the PERSPECTIVE button, or you will not be in GLOBAL perspective mode.

2. Create an MM object or polymesh of all the items, such as a pot, table, walls and floor, in your case, and then use normal perspective when you place the polymesh object in your document.


Do you know anything about creating perspective in a painting or drawing? Does this make sense to you? If not, let me know and I can probably explain in more detail.

Gary Komar
06-01-03, 05:12 PM
very realistic looking ,great work!!! :tu: :tu:

zerobugetgamemaker
06-01-03, 07:25 PM
I understand wht you're saying Jay, but unfortunately it's too late. Some of the pot's effects are done with textures, others are painted on, So I can't put the pot back down with perspective, I would lose all the painting I did. oh well i think I've done enough on this one. Thanks Jay for the useful adivce and everyone else for your comments.

David

Jaycephus
06-01-03, 07:43 PM
I understand. It's very good in all respects. :tu: