View Full Version : Fokker T.V
scrimski
06-11-2006, 4:15 PM
Started texturing the nacelles. Finished the bump- and specular-mapping, played around with blurred raytracing.
http://img125.imageshack.us/img125/8098/mo7nd.th.jpg (http://img125.imageshack.us/my.php?image=mo7nd.jpg)
More renders to follow later in the evening.
Karras
06-11-2006, 4:50 PM
And where is the TV cámera ? :lol: :lol: :lol: :lol:
Good start Master.;)
scrimski
06-11-2006, 4:53 PM
Hehe. Actually it isn't a start, I'm working about two years now and had psoted it here already but it was all deleted when the server passed away(sniff).
scrimski
06-11-2006, 8:20 PM
http://img147.imageshack.us/img147/1856/4view8og.th.jpg (http://img147.imageshack.us/my.php?image=4view8og.jpg)
Last one for today, hope to have more time the next days.
giant551
06-11-2006, 9:40 PM
nice to see this one back scrimski, looking good:)
kiwi123
06-13-2006, 8:26 AM
As I said on cgtalk, I think it looks great, except for the shape of the exhaust.
scrimski
06-13-2006, 9:14 AM
Will have a look this, Sir.
Hope to come to an end soon. I'm quite done with unwrapping, I had to do this several times as I'm not that big fan of unwrapping(actually I hate it at least) and texturing, but I learned a lot on this. Would anybody agree when I say it does make sense to unwrap parts like they where build(like the wings, see attachment)?
Do I miss something?
And another Q for the Max0rs here: Bumps are calculated by the Luma amount of the maps. So greyscaled images would be enough or the better choice, since they are smaller due the (not)amount of (not) stored chroma information. But max only works in RGB, so it needs to reprocess it back from b/w to RGB. Does it makes sense to save in b/w which are smaller but need CPU/RAM/whatever to be converted into RGB-colorspace or is it better to work with RGB-colorspace since they do not have to be converted but are bigger(MB wise)?
kevjon
06-13-2006, 12:13 PM
I use greyscale images for bump and spec maps. If you use b&w images for bump maps you will get ugly trenches.
Start with 128,128,128 greyscale background. Panel lines a bit darker so they bump in and other detail you want to pop out can be a bit lighter.
I don't know anything about grayscale/RGB conversion and what affect it has on CPU/RAM but it hardly matters, the only thing that does is the quality of your renders.
PS I have found that Mental Ray has real problems with bump maps. I get nice big black splotches in my renders once I've put the bump map into the materials so I now use the scanline render and e-light and haven't had any more probs since.
scrimski
06-13-2006, 3:06 PM
Hi kevin, I didn't meant pure black and white, I meant greyscale(my fault). Usually I don't use 128/128/128(middle grey) as my background, but saturate it a little bit. Why? Because I can't see my crosshair/cursor in PS on grey. Same goes for the panels. I don't draw panel lines, I use solid layers with slight different luma(and hue) to create different levels of bump, using an inner glow set to black and made a bit transparent.
And I think that RGBA/greyscale question is kinda important when it comes to rendering.
I have an film editing/compositing background and there is much ado about what colorspace and why and whatnot. I try to avoid possible errors in conversion, I'm kinda control freak when it comes to my work, and I want to render as fast as possible on a high quality level.
giant551
06-13-2006, 7:48 PM
i don't know whether this will will help or not but in XSI mentalray if when you make your textures in photoshop create a alpha channel from your texture, save your texture as a tiff then when you bring your texture back into XSi mentalray picks up the alpha channel from your diffuse texture. Then it lets your apply a bump value to the alpha channel. I don't know if Max can do the same ?? i have found it kind of handy :)
scrimski
06-15-2006, 1:20 AM
http://img116.imageshack.us/img116/604/150606019uf.th.jpg (http://img116.imageshack.us/my.php?image=150606019uf.jpg)
http://img122.imageshack.us/img122/5383/150606029ve.th.jpg (http://img122.imageshack.us/my.php?image=150606029ve.jpg)
Zimster
06-15-2006, 5:04 AM
WOW looking good. :) Love to see some other angles. Keep em coming!
Skyraider3D
06-15-2006, 9:25 AM
Good to see this one still progressing, bit by bit! :)
People joke about the length of my Corsair WIP, but I know better ;) When you started this one again? Must be about 2-3 years ago now :)
digiartist
06-15-2006, 1:40 PM
lovely stuff scrimski, and an interesting subject to model
scrimski
06-15-2006, 2:56 PM
Don't know exactly when I started. First try was completely done pBp in Max, but the HD crashed and I lost all the files, then started working with Rhino and decided to try it out there. Inbewtween I had a job as an assistant editor for a about 8 months, which meant working 30 hours a day 12 days the week or so(and sleeping in my spare time), so there was no time for personal work. I had to do some stuff twice, tripple or more, the whole import/export was so frustrating, I was about to give up(which I hate to) when I noticed that proper mapping on NURBS in max is not possible. I had to play around with ex/import again, convert into meshes, unwrap again, repaint textures. I worked at least two years on this until I saw a first clay rendering of all parts in max. I learned a lot from this, especially how important und valuable the support from a community like this is(<-consider this as a 'thank you').
scrimski
06-25-2006, 3:05 PM
I'm done with texturing the plane, started rigging this baby and modeling a background(but nothing worth to show so far).
http://img230.imageshack.us/img230/162/2505064bm.th.jpg (http://img230.imageshack.us/my.php?image=2505064bm.jpg)
hi-res version (http://www.yourimagehost.com/is.php?i=96277&img=t5_2K.jpg")
kevjon
06-25-2006, 11:07 PM
Congrats scrimski, looks pretty good, wasn't sure with all the uv mapping problems you had whether you would get there....obviously solved.
Skyraider3D
06-26-2006, 8:45 AM
Looking impressive, mate :) Well done.
Even without background looks beautiful! Love this deep look into interior of observer's cockpit!
LegalAssassin
06-26-2006, 5:44 PM
That's a great looking model you've got! Good work!
scrimski
06-28-2006, 9:23 AM
Thanks everybody for reply. I posted this in another forum and the replies there were more kind of 'looks like a toy or 'apply proper materials to it', get rid of that much too shiny out of-the-shop look' <-which I agree with. And I will remodel the front greenhouse frame as it has some serious geometry issues and change the tyre profile.
Any links to photo resources for oil streaks and all that stuff are highly appreciated.
Updates will follow asap.
scrimski
07-29-2006, 8:20 PM
Reworked the materials, especially for the hull and wings, engine covers, remodelled the greenhouse frame, added tyre profile, did a little here and there, tested another lighting situation. Basically it is an e-Light with a bitmap and blurs 3 point-light. Both only light up the ambient and diffuse, for the specularity(if there is any) I used additional omnis top left of the plane. I wasn't able to render the glas due to memory issues.
large images (2K)
http://img129.imageshack.us/img129/4679/29070612klu5.th.jpg (http://img129.imageshack.us/my.php?image=29070612klu5.jpg) http://img162.imageshack.us/img162/3239/29070622kup6.th.jpg (http://img162.imageshack.us/my.php?image=29070622kup6.jpg)
cobra6
07-29-2006, 8:41 PM
it is looking very nice I must say, also very cool to look inside :) now for the weathering and specular:)
Cobra 6
kevjon
07-29-2006, 10:37 PM
Looks really impressive scrimski. I guess all the rivet detail on the wings and engines are next to match the fuselage ?
scrimski
07-29-2006, 10:55 PM
There aren't any rivets on the wings as it is plywood covered, the rivets on the engines are already done, have a look at one of the previos wip images on page 1 of this thread. As for the specularity: don't think I will change much there. Weathering I will add when I'm completely done with the diffuse, there are still some insignia missing on the wings, right now I'm more concerned about fitting all together, the model has some serious shape issues from the the whole import and conversion procedure, so I will have to remodell some parts again.
kevjon
07-29-2006, 11:16 PM
Yep, the Rhino to max conversion process is definitely problematical.
Spinner
07-30-2006, 4:53 AM
A coloured, highly detailed, drawing style developed during WW2.
Starting in England it spread to the US. Donald Nijboer editted a book, Graphic War, that I recomend.
Your T.V reminds me very much of that style. I really like it.
kiwi123
07-30-2006, 8:31 AM
That's looking good Scrimski....
Have the same problem with the G1, a lot of people think I forgot about the bump map etc on the wings... ah well..
scrimski
09-17-2006, 12:43 PM
After a looong time I found some time to work on this piece again.
I started to stitch a background, fixed some minor geometry problems, and setup up my comp .
Here is a little test.
http://img204.imageshack.us/img204/2065/stagingtest1709zp6.th.jpg (http://img204.imageshack.us/my.php?image=stagingtest1709zp6.jpg)
Could need some advice regarding postioning and maybe size. Though I tried to achieve the right size, it feels kind too small. Camera angle should be right, but maybe I'm too blind, so if you have any advice, feel free to speak.
Lighting and all that is very, very wip.
Skyraider3D
09-19-2006, 10:06 AM
There's indeed something odd with the camera angle, making it look like a toy. Perhaps try lowering the camera a bit and look up.
I believe the way you have it now makes the tailwheel too high in the composition, making it look smaller than it is. Check this picture for instance: http://www.aviaistorija.puslapiai.lt/kari1/fokker_t5.jpg
scrimski
10-24-2006, 12:55 AM
This is what I got so far.
http://img303.imageshack.us/img303/5154/fokkerpreau1.th.jpg (http://img303.imageshack.us/img303/5154/fokkerpreau1.jpg)
Compositing done in Shake.
I know the background is crappy and I'm aware of the errors in the propellers, but I'm to tired to change it today.
Looking nice though. Seems as though that right tyre is "floating" a little bit. Very nice model!
I think also some bounced light coming of the ground to bring out some of the details underneath the aircraft would help IMO
Skyraider3D
10-24-2006, 9:42 AM
Not too sure about the backdrop and accuracy of the lighting, but the model is definitely looking good.
scrimski
10-24-2006, 1:55 PM
So what's wrong with the lighting?
I was working about 8 hours on this yesterday, so I'm a little bit blind.
Archetype
10-24-2006, 2:17 PM
its too black underneath
krazycolin
10-24-2006, 2:40 PM
your lighting doesn't match the BG... it's almost as if the buildings, the trees/grass and the plane all got different lighting setups... as well, your BG (grass/trees) looks like a sunny day... everything else looks like a cloudy day. you could add some blur to blend the whole thing together as well as some grain... (do all that in Photoshop)... your shadows are way too dark and certainly not tight enough. by tight, I mean not sharply defined enough. don't go to far on that... but certainly more than it is now... i couldn't comment on the accuracy of the model, but certainly looking good... can we really see right through the engines?? (i have NO idea...)
scrimski
10-24-2006, 3:11 PM
I think thats the major problem here. The background is stitched from various bitmaps, so nothing really matches to the other parts, will have to equalize them
I try to to fix the dark parts underneath and the engine stuff.
I'm still working on the backplate, maybe later today(I'm quite happy no one mentioned the concrete:) )
krazycolin
10-24-2006, 6:38 PM
concrete?? ey? i thought that was grass.... :D
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