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Hash, Inc. Forums > Featured > Feature Films: Tin Woodman of Oz - Scarecrow of Oz > Scarecrow of Oz > SO:Texturing
digman
Hi all,
First, let me say thank you for the opportunity to texture for the SO movie project. I have acquired all the necessary files through the svn client. A few questions to ask.
1. Is there a color scheme that is to be followed for the chair in context with it's surroundings that is already established.
2. Is the chair to be new, bright or old, dingy etc?
3. Are normal maps to be used?
4. If you find a few possible problems with the model who do I let know before making a uv map.
5. What is the texture resolution? 512,1024,2048

I will be using 3D Painter (Auto UV) and 3D Coat for the texturing.
Thanks
NancyGormezano
Hi Digman - Welcome!

I'm not familiar with the Jinxland castle chair - which one are you referring to? The throne? Perhaps you could post a picture, or where you got the model from?

I do not believe anyone has done the interior modeling for the Jinxland castle yet. So as for color scheme, style...uh...bluhh...not decided yet - but probably doesn't matter.

At one time Martin was posting reference photos for roccoco style furniture - ornate, elegant, over the top decor

If you use 3dpainter - would be best not to use auto uv - as sometimes its too hard to modify - best to 1st decal the surfaces with planar or cylindrical if appropriate. Map resolution of 512 or 1024 usually is sufficient, depends on the pattern(s) and what surface area it covers. (you are not limited to resolutions that are powers of 2, can be any number)

Normal maps are good to use, but bump maps are just as good usually..depends on one's finickyness

I am not familiar with 3D coat? But my guess is that it wouldn't work on A:M models.

You can just post something to the forum if you find something wrong with the model or have a problem.

This is a loosey-goosey project, if you can't tell already...ok...maybe I'm the only loosey- goosey
digman
Hi all
I have an early 3d concept. It's only a concept so it's very rough but should give you an idea if you would like me to continue to develop the chair futher. I added only one gold emblem[normal map] for you to see. I did not want to spend too much time at this early stage until I got a gohead.
HomeSlice
Nancy, the Jinxland castle chair can be found in Data\Props\Jinxland Castle Chair\Jinxland castlechair.mdl
It is a fancy chair to be used throughout the Jinxland castle wherever a generic chair is needed.

Digman, Nancy is our grande dame of texturing, so take her advise. smile.gif

Edit: you must have posted a picture while I was typing. That's a very nice looking chair!
At the moment, there seems to be an issue with connecting to svn, so if you try to upload it and you get an error, wait a few hours and try again.
NancyGormezano
ooooo...looks pretty terrific -

Krewel is also a ridiculous, greedy, mean, probably vain & selfish fella - so don't be afraid to have some subtle-silly-fantasy-fun with this stuff

(my database isn't up-to-date with props - thats why I wasn't familiar with this chair)
KenH
QUOTE
Krewel is also a ridiculous, greedy, mean, probably vain & selfish fella - so don't be afraid to have some subtle-silly-fantasy-fun with this stuff


Damn right. He's going to be fun to animate......and witchy too!

Chair looks good to me Digman!
digman
Here's an update. The chair is about 90% done. Tommorrow, I will learn how to upload the model to the SVN server before finishing. The chair design evolved over the course of the day. Also from Nancy's imput, I added a little more fanasty look. The front chair legs are witches brooms. I hope that using 3D coat is acceptable. 3D painter created the UV and then I imported the exported obj file into 3d coat. After creating the texture and normal map, I applied them to the original A.M. model file (with it's tiled uv map). The model was made well so there was very little problem of bringing it into 3Dcoat as an obj. I will learn though how to make uv maps in A.M. when I have a little more time.

A total of 9 layers at the present in 3D Coat.
5 layers of displacement for the normal map
4 layers for the painting
Spec and disfuse maps still to be created.

edit: king and chair pic added
edit 2: I uploaded the work so far to SVN. The upload appeared successfull but check it out.
NancyGormezano
wow weee...That is an absolutely fabulous looking chair ! - just perfect for Krewel's Krib...wonderful wonderful

A couple of things for future reference...

1) The model had bad links to the image files - had to go search for the new texture.tga when I opened it up for the first time.

2) Were there groups in the original model ? Currrent model doesn't have any groups. I'm wondering if something in your process (going to obj and then back) got rid of groups? Probably doesn't matter for this chair, but would for other models...just curious

3) There are some missing textured spots under the seat - I also noticed there wasn't a pattern on the seat top - not that it needs it...

4) if you want to make spec and diffuse maps that's fine - but truthfully - I wouldn't worry about it - this is a background/filler chair - BUT could quickly become a Primary STAR chair given how beautiful it looks

5) Using the tiled uv map (or just one uv map) - for the whole chair, although cuts down on total file sizes - makes it very difficult to make modifications and variations on a model...eg if one wanted to have different color/pattern seats, or different designs on the back - one could apply new decals (planar) on just those groups and change the patterns very easily. The decal concept in A:M is brilliant for making quick/easy variations. And it's much easier to modify the images in photoshop, 3dpainter as well. In my example - I isolated patches in the seat - hid the rest of the chair, got into top view, selected an image to use as a decal, applied it as planar decal - and bam! Then I was able to then switch out the original image to some other pattern...and instant new chair. You will love A:M decals - very easy.

So if you have plans for making a seat pattern - you might try this way (or not)

like I said at first- that is one BEAUTIFUL!!!! chair.




digman
Hiya Nancy
I had to add the image folder manually in the SVN. The image file links problability still points to my hard drive. What is the correct way to save the file for SVN? I was excited to get started on the chair so I made no groups. They will be added on the next update. The underside of the chair, the back and seat have not been finished yet plus the middle part needs some more work. Also another problem is that the light shines through the seat (no shadow under the seat). Is there a way to make patches double sided?
Ok, no spec map or disfuse at the present, can be added later if there is a need.
A hand done uv map would be better and allow quick changes or others to be able to edit the textures for the model as you said. Esp, important for movie production. They will be done on future models.

Thanks for the pattern ideas for the seat. I'm thinking of keeping the seat not overly busy by using a more simple pattern, What do you think? Oh, glad ya like the chair smile.gif
NancyGormezano
QUOTE(digman @ Dec 10 2008, 01:15 PM) *
I had to add the image folder manually in the SVN. The image file links problability still points to my hard drive. What is the correct way to save the file for SVN?


Best way is to put the images into the correct folder/file hierarchy on your local svn compatible database. Then bring those images in, re-link it in A:M (by switching out the image that's there to the correct one), and then save the model file with A:M. Then upload correctly linked model to svn. It's a pain. Especially if you have your own database structure for resources (like I do). Smartest is to start putting images in the svn hierarchy from the start that you know you'll be using.

QUOTE
Also another problem is that the light shines through the seat (no shadow under the seat). Is there a way to make patches double sided?


patches can not be double sided - you would have to add additional patches on the underside - if you copy the bottom patches, and then paste with an offset - probably sufficient - or could extrude additional patches to complete seat bottom

QUOTE
Ok, no spec map or disfuse at the present, can be added later if there is a need.


An easy way to get specularity is to set spec value on the named group - with a spec color - then use the pattern as a bump or spec map (grayscale) - in my example (just an example) - I made spec color bright gold, spec size=50% intensity =100% on the model (could have been isolated to the seat group only) - and then used the same color image additionally as a bump map at 50% - heretic that I am...It is dangerous to listen to me - I am all about what works, and how it looks - as well as fast & easy - rather than if it is technically correct. They try to burn me at the stake - but true lazy evil just don't burn...

Click to view attachment

QUOTE
Thanks for the pattern ideas for the seat. I'm thinking of keeping the seat not overly busy by using a more simple pattern, What do you think?


I think whatever you do - it will be terrific. I was not implying the patterns that I posted should be used - it was meant for example only in demonstrating the beauty and ease of A:M decals.
digman
Thanks Nancy, for the speedy anwsers to my questions. Also the heads up on how it's better for production to use regular uv maps for SO. Suggestions and ideas on texturing etc. are always welcome.

digman
Here's the final chair except for some clean up and making groups. I will upload the final tommorrow. I liked the patterns Nancy. I was originally going to paint a tree on the seat but after seeing how well the patterns looked, had to put one on. smile.gif

"old hippies never die, they just trip away"

Edit: Also I have to fix the light shining through the seat.
NancyGormezano
Looks terrific - the seat reminds me of a worn, crushed velvet - nice pattern!
Shelton
Very Nice looking chair. Good job!

Steve
HomeSlice
great looking chair smile.gif
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