It looks like the recent Blender 2.5 builds have some sort of memory leak that is causing the problem i am having with rendering.
My fountain scene shows an increase in memory consumption of over 65% in 2.5 when compared with 2.49b but it seems that the devs are aware of the issue (independently of me) and i believe at Campbell Barton is looking for solutions as we speak.
I wanted to use 2.5 because the raytracer has had some serious speed ups with some scenes rendering 300% faster than in 2.49b
Guess i will have to wait until its fixed :P
Anyway...
I thought i would upload the timelapse of the Arch Piece for everyone to take a look at
Duplicating posts on BlenderArtists eh? Hadn't noticed before. :P
On to texturing any time soon?
You could also try luxrender for a bit, it can give you awesome results if you let it sit for a week.
Just wanted to mention that I ordered my Intuos4 M a few hours ago. Hasn't been paid for, as the site I bought it at has yet to approve my order. All in due time.
lol Busted!
I tend to write a general post in notepad++ and then respond to everyone individually later.
I guess there are only so many ways i can say the same thing ^^
I will prob. start texturing over the next couple of weeks as i dont have much left to sculpt now really...only 3 bits left i think.
Intuos 4! damn i want one of those really bad...
Im sure it will be awesome mate!
Its pretty much done, but there are a few bits that could be optimised a little more.
When all the model is placed together as one mesh it weighs in at 38.5k tris., so its heavy, but considering the complexity of it and the sheer amount of parts, i don't think that's too bad for a second pass really. ^^
Looking great so far - This whole thread is very inspirational and its great watching you work through this, so thank you.
As for the texture pass, as said above, its good for a first pass but definitely needs some variation - Right now it could just be a one texture tiling with another overlayed on top of it. I would possibly try playing around with putting a slight tonal variation behind those intricate patterns you have to help them pop out more - and not let the normals do all the work.
Otherwise, looking great and as I said before, thanks for this whole thread.
@Snader
Thanks for the input!
Its an interesting idea to add whole blocks of colour, but i would have to play around a little to get something i like.
Worth a try though eh?
I think one of the reasons that it looks dark is the shader in Marmoset...i will have a look to see what can be done.
@paulsvoboda
Im really happy you are enjoying the thread
In regards that it could be a single tiled texture...it was! :P
The first pass was just a few concrete and stone textures with a little grunge an an AO pass. ^^
Awesome idea about adding some variation in the stone texture
In the updated texture i have highlighted a selection of bricks and pieces of trim to which i have added a H/S pass to give them a little variation.
I have had a little time to work on it some more and will post the update soon.
In the meantime, It looks like i forgot to post 2 timelapse videos that were uploaded 9 days ago :O
One is a sculpt of the Base section and the other is the twisted railing piece in which i used the new sufrace noise tool in 3.5.
I did a quick screenie of the LP without any instancing or duplication so you can all see what everything looks in the most basic state as well as paintover to show unique UV's and duplicated parts on the mesh.
Everything highlighted in red has unique UVs, everything in orange has unique UV's and is a separate mesh from the body and un-highlighted parts are duplicated more than once in the LP with overlayed UV's to conserve texture space.
The LP body is rotated 4 times to create the final LP with the top part being unique.
@elementrix
It was mainly so the LP mesh would be a little cleaner as if i had to connect the drain piece it would have caused far to many long narrow tris for my liking.
For the extra few tris i think it was worth it
I have refined the texture quite a bit since the last pics i posted on here but unfortunately my PC died so i cant access the any of the source files until i get a new Mobo/CPU
As soon as i can get some new shots i will put them up
The brush is a custom brush, that i made but its just a vanilla Standard brush with colour spray and a stock alpha.
I made the brush preset because i was sculpting so much stone, it didnt make sense to try and remember what settings i had used previously.
I did a free tutorial for Eat3d a few months back and the brushes can be bought with the HD video package. Though if you watch the HD vids on youtube you could prob. figure out the settings
Looks almost there. How about a more polished looking stone used for the masonry, like polished granite or marble perhaps. The current stone used looks very raw.
Replies
Im still having some rendering issues and keep running out of ram, so i though i would post a viewport screenie of everything i have sculpted so far.
Who would have thought trying to render 30 million tris. at 1920x1080 would be so hard eh? :P
I will continue to work at it though and will hopefully have something better to show over the next couple of days
Thanks for looking!
It looks like the recent Blender 2.5 builds have some sort of memory leak that is causing the problem i am having with rendering.
My fountain scene shows an increase in memory consumption of over 65% in 2.5 when compared with 2.49b but it seems that the devs are aware of the issue (independently of me) and i believe at Campbell Barton is looking for solutions as we speak.
I wanted to use 2.5 because the raytracer has had some serious speed ups with some scenes rendering 300% faster than in 2.49b
Guess i will have to wait until its fixed :P
Anyway...
I thought i would upload the timelapse of the Arch Piece for everyone to take a look at
More stuff soon!
Enjoy!
http://vimeo.com/11088743
On to texturing any time soon?
You could also try luxrender for a bit, it can give you awesome results if you let it sit for a week.
Just wanted to mention that I ordered my Intuos4 M a few hours ago. Hasn't been paid for, as the site I bought it at has yet to approve my order. All in due time.
I tend to write a general post in notepad++ and then respond to everyone individually later.
I guess there are only so many ways i can say the same thing ^^
I will prob. start texturing over the next couple of weeks as i dont have much left to sculpt now really...only 3 bits left i think.
Intuos 4! damn i want one of those really bad...
Im sure it will be awesome mate!
I finally had some spare time to sculpt some more stuff and unless i forgot something the HP is done!
Onwards to LP, Baking and Texturing!
More videos soon btw
I have been spending my time doing the LP
Its pretty much done, but there are a few bits that could be optimised a little more.
When all the model is placed together as one mesh it weighs in at 38.5k tris., so its heavy, but considering the complexity of it and the sheer amount of parts, i don't think that's too bad for a second pass really. ^^
Without any duplication it comes to 7132 tris.
Any comments or critique would be awesome!
Here is the first texture pass
Though its currently the usual palette of grey and brown, im going to try to add at least a little colour in there if i can :P
Still lots to do but im quite happy with the results so far.
Any comments and critique would be great
Maybe a lighter grey, or a light beige?
You can also try to use 2 types of rock to get some variety in there.
like such, or like having the detailed panels etc in a different color.
As for the texture pass, as said above, its good for a first pass but definitely needs some variation - Right now it could just be a one texture tiling with another overlayed on top of it. I would possibly try playing around with putting a slight tonal variation behind those intricate patterns you have to help them pop out more - and not let the normals do all the work.
Otherwise, looking great and as I said before, thanks for this whole thread.
Though I agree with snader on the rocks being a shade too dark, I think you should keep the colour uniform.
Sorry my reply is a little late :S
@A.Kincade
Thanks man!
@RexM
Cheers
@Snader
Thanks for the input!
Its an interesting idea to add whole blocks of colour, but i would have to play around a little to get something i like.
Worth a try though eh?
I think one of the reasons that it looks dark is the shader in Marmoset...i will have a look to see what can be done.
@paulsvoboda
Im really happy you are enjoying the thread
In regards that it could be a single tiled texture...it was! :P
The first pass was just a few concrete and stone textures with a little grunge an an AO pass. ^^
Awesome idea about adding some variation in the stone texture
In the updated texture i have highlighted a selection of bricks and pieces of trim to which i have added a H/S pass to give them a little variation.
@bbob,
Cheers mate!
I aim to please
I have had a little time to work on it some more and will post the update soon.
In the meantime, It looks like i forgot to post 2 timelapse videos that were uploaded 9 days ago :O
One is a sculpt of the Base section and the other is the twisted railing piece in which i used the new sufrace noise tool in 3.5.
http://vimeo.com/11388730
http://vimeo.com/11388747 (surface noise)
Thanks for the comments everyone and enjoy the vids!
I thought i would post the second texture pass
I thought it would be cool to throw some colour into the mix so texturing the relief as brass with green patina was the perfect opportunity
<--Large image! (1.06mb)
The shader in Marmoset still makes this look a bit dark but in reality it is little lighter
Any comments or critique would be awesome!
Thanks for the compliment!
I did a quick screenie of the LP without any instancing or duplication so you can all see what everything looks in the most basic state as well as paintover to show unique UV's and duplicated parts on the mesh.
Everything highlighted in red has unique UVs, everything in orange has unique UV's and is a separate mesh from the body and un-highlighted parts are duplicated more than once in the LP with overlayed UV's to conserve texture space.
The LP body is rotated 4 times to create the final LP with the top part being unique.
Thanks for looking
Looking fantastic Andy.
Thanks man! you flatter me too much ^^
@Mistry10
Cheers mate
@elementrix
It was mainly so the LP mesh would be a little cleaner as if i had to connect the drain piece it would have caused far to many long narrow tris for my liking.
For the extra few tris i think it was worth it
@divi
Thanks
@Mark
You are too kind sir!
@acapulco
Thanks man!
More stuff coming soon
Update time
I have added a little orange to the stone as it was looking a little grey and did a first pass on the spec. (maybe a little much at the moment?)
I have also been playing around with Marmoset a little more and upon digging into the MegaThread, i found out how to take huge screenies
Now these are pretty big, so if you are low on bandwidth etc. please take this as fair warning :P
Each screenie is 4096x5592 and weigh in at 3.3mb.
Any comments would be great!
Thanks for the comments
I have refined the texture quite a bit since the last pics i posted on here but unfortunately my PC died so i cant access the any of the source files until i get a new Mobo/CPU
As soon as i can get some new shots i will put them up
Thanks again for the comments!
I will definitely tone the spec. down and reduce the noise as soon as i get my PC up and running.
Thanks for looking
Like you vids showing how you did the stone effect.
One question though, where did you get the zbrush sculpting brush Standard_stoneE from? Is it a custom brush or can you download it from somewhere?
The brush is a custom brush, that i made but its just a vanilla Standard brush with colour spray and a stock alpha.
I made the brush preset because i was sculpting so much stone, it didnt make sense to try and remember what settings i had used previously.
I did a free tutorial for Eat3d a few months back and the brushes can be bought with the HD video package. Though if you watch the HD vids on youtube you could prob. figure out the settings
http://eat3d.com/free/sculpting-stone-morph-targets
When i made this, i was still experimenting with the correct way to bake so i will prob. end up re-baking and re-texturing
I will take a look to see what i can do