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artemesia66
08-13-2003, 05:58 PM
A table for a still life i'm working on. i've had some trouble with the specularity getting it to look right at a distance, and closeup. and i still don't think it's quite right.

reference photo (http://www.orderchaosart.com/antiquetable.jpg)

whole table (http://www.orderchaosart.com/table.jpg)

leg detail (http://www.orderchaosart.com/tableleg.jpg)

whaddya think?

Iggy
08-13-2003, 06:29 PM
Reference photo link is not working. I think that the legs look good but that the table top looks a little odd. But my eye for these things is not yet well-developed...

artemesia66
08-13-2003, 06:33 PM
fixed ref photo link

bobtronic
08-13-2003, 07:36 PM
Hey thats a really nice table model. I would say
its okay right now. Keep in mind that your reference
has definitely a different light setup. That makes
it really hard to get 100% perfect results.

Bob

AdamT
08-13-2003, 07:51 PM
Impressive! I'd love to see a wireframe of the leg detail to see how much is modeled and how much is bump.

In terms of the specularity, the biggest issue to me is that all the edges are too clean compared to the original. Either a strong bump or modeling some damage should break up the specs and make a big difference.

ndat
08-13-2003, 07:56 PM
Well its not right on the photo, but it looks perfect in my eyes. As for looking good far away and close up, I find alot of trial and error is involved. You have to keep in mind though, texture and color and detail degrade as your eye moves away so dont make it too perfect. Otherwise if the whole still life is up to the quality of that table, you will have a nice peice of work to show everyone :).

Keep it up man, your doing a great job :thumbsup: .

flingster
08-13-2003, 07:59 PM
very nice work:thumbsup:

MaxP
08-13-2003, 08:56 PM
Nice modelling and texturing! I'd also like to see a wireframe of the leg detail.

Wilson-3d
08-13-2003, 09:36 PM
Hi. It is looking great! The only differnence I saw was the photos spec looked broke up more. Do you have a map in the Specular Color Channel? If not some 2d Bhodi Nut noise perhaps set to FBM and a larger Global Scale may be a good place to start. HTH

willog
08-14-2003, 08:05 AM
Looks very nice to me, I wonder if you intend to make an exact as possible image from the reference image, if so shouldn't there be another leg in there?
The standard of medelling and the texturing are high I am impressed with this so far, would make a great start to a period still life or something like that.
Thanks for sharing it with us

Bill

JamesMK
08-14-2003, 08:58 AM
The model is excellent! :thumbsup:

Maybe a spec-map could make the texture better, but that aside it's pretty darn good too.

The only thing I would like to see improved is the lighting. The main thing is that the shadows don't work well at all here. Now, I don't know if you're planning to put this in a scene, in which case you probably haven't thought about the lighting at all yet.
If it's going to sit in emptyness like this, product-shot style, then I would suggest an arealight with areashadows (slow but very very efficient).

artemesia66
08-14-2003, 01:20 PM
hey, everyone, thanks for the feedback.

here's a wire of the leg detail:

leg detail wire (http://www.orderchaosart.com/tablelegwire.jpg)

this is only the second real thing that i've modeled in c4d, and the first thing to use bodypaint(1). i modelled a lot of detail, because i wanted deep relief on the carving, but after unwrapping this sucker in BP :argh: and applying wood textures, i think i would try to do more of the smaller details as bumps/displacements next time

regarding the lighting/shadows: not meant to match the photo or in any way to be final: i just put the table in a "whiteroom" to show the model and textures for feedback. although making a product-shot style render w area shadows isn't a bad idea once the specularity is fixed.

i did notice the missing leg :D . the real table expands to seat like 20 people, so it needs that centre supporting leg, but i thought in its collapsed state that the extra leg made it look a bit heavy. thoughts?

i'm going to spend some time increasing the damage factor and banging up the specularity. wahoo, my chance to start using BP2.

Cyborgguineapig
08-14-2003, 01:48 PM
Wow holy cow you actually modelled all that detail:eek:


:applause:

artemesia66
08-14-2003, 01:54 PM
Originally posted by Cyborgguineapig
Wow holy cow you actually modelled all that detail:eek:


:applause:

um, yeah.

in retrospect, kind of like doing extreme marathons: impressive, but maybe not too smart. :D

bobtronic
08-14-2003, 03:04 PM
Lookin at the wire I think you are insane :)
You are really patient.

Bob

wesware
08-14-2003, 03:10 PM
Table looks really good.
Have you thought about trying an hdri image and some reflection instead of just specularity? Of course that might absolutely kill your render times with all the polys on that table! I think that anytime you put that much detail into something it's not a waste of time. I am sure you learned alot through the process. Now if that table has to sit in a larger scene and everything else is modelled just as detailed then throw in radiosity... well then maybe it's overmodelled. :)

Perhaps beat up the edges a little... you certainly have the polys to do it :D

AdamT
08-14-2003, 03:13 PM
Yikes--awesome modeling! Probably the work/benefit ratio doesn't add up, but it definitely would not look as good without it.

artemesia66
08-19-2003, 10:59 PM
More battered antique table.

I took everyone's suggestions, and:

put noise in the spec map

dirtied up the colour and bump channels

banged up the geometry

(much fun w BP2!)


table (http://www.orderchaosart.com/table2.jpg)

leg detail (http://www.orderchaosart.com/tableleg2.jpg)

I think it looks quite a bit better. any other comments or improvements anyone can suggest?

bobtronic
08-19-2003, 11:27 PM
I very liked your first image and now its getting even
better. Thumbs up.

Bob

reddrake
08-19-2003, 11:42 PM
Wow, that's really impressive. I really like the style of the table. Your attention to detail is great!

Richard

Cartesius
08-20-2003, 12:32 AM
That table looks just like the real thing so whatever you're doing with all those polys -- keep doing it! :)

/Anders Kjellbeg

AdamT
08-20-2003, 12:51 AM
Amazin'! That really could pass for a photograph now. My one request would be to use area shadows in the next render. Those fluffy soft shadows just don't do the rest of the work justice.

bobtronic
08-20-2003, 12:54 AM
Originally posted by Cartesius
That table looks just like the real thing so whatever you're doing with all those polys -- keep doing it! :)

/Anders Kjellbeg

Sorry to hijack this thread but I have a question to
you Anders. I was on your homepage - very nice
btw. - and I like your light setups very much.
Especially in the "snoopy" and the "camper" image.
Can you give me some tips about lighting - I can't
get satisfying results.

Thanks in advance, Bob

danb
08-20-2003, 01:28 AM
excellent job. a true artiste. awsome texture work. is any of this done with sla or just image maps?

Cartesius
08-20-2003, 02:18 AM
Can you give me some tips about lighting - I can't get satisfying results.

First of all thanks :) Lighting is for me one of the hardest tasks in 3D, on par with good texturing, and I'm never really satisfied with my setups. Usually I gor for a 3-point rig (main, key and fill) with main set to 100% brightness and soft shadows, and the other to 50% and 5-10% respectively and no shadows.

"Snoopy" was rendered with radiosity and I had one parallell light as the main source of light, tinted slightly blue and with area shadows. Brightness was set to 200% (100% in the "regular" settings and 200% on the Details tab) and (if I remember correctly) one small omni set to 2% to light up a corner.

My best advice is to read all you can on lighting, starting with Jeremy Birn's book, and also do some reverse engineering on the scenes you can get from the web. Toshio Fuji has some excellent examples for download on his site www.c4djug.com (http://www.c4djug.com).

Now back to the original thread and if you need any more info just mail me. :)

/Anders Kjellberg

bobtronic
08-20-2003, 03:22 AM
thanks Anders, really appreciated.

Bob

artemesia66
08-21-2003, 03:16 PM
one last render of this table, until i get it into a scene. this one has area shadows (by special request, adam) and a small amount of reflectivity in the texture. I think the reflectivity could be higher, but not until there's something to reflect--in the whiteroom, higher reflectivity just makes the wood colour seem washed out.
maybe i should try an hdri as wesware suggests?

table w area shadows (http://www.orderchaosart.com/table3.jpg)

thanks again everyone, for your great comments and input. i learned a ton doing this.

Wilson-3d
08-21-2003, 03:36 PM
Looks real good. High quality. The araea shadows look good. I'll keep an eye out for once it is in a scene!

artemesia66
08-21-2003, 03:45 PM
thanks, wilson. stay tuned...

danb: i forgot to answer your question. The only sla is the 2d noise that i put in the specular colour channel. and on the base of the legs, i used fusion to mix that noise with a painted specular map. other wise everything is image maps. the wood textures originally came from a great site:

http://www.veneernet.com

I think i put this in the resources/materials thread...<checks thread> yep.

AdamT
08-21-2003, 06:45 PM
Looks great! Thanks for granting my request. :)

ODoul
08-21-2003, 07:00 PM
Looks really sharp, you've done a bang up job with the texturing too. Seems that a bit of all that hard-work on the detailing get's a bit lost in the textures though. Still, it's a damn-fine table! -- 3d_e

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