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Scribble's scribbles

I never claimed to be smart.

Now that I remember, I had tried the Displacement modifier a couple of decades ago when I was working on the filmstrip and tape holders on the Security section of the Refit from TWOK, but I had no idea what I was doing at that time and I ended up with horrible geometry so I promptly forgot about that modifier. What I did end up doing was modeling the panel with harder geometry. Today I would do it much differently (and NOT using Displacement), but at the time I was fumbling my way through learning 3d modeling on my own and YouTube--if it had even existed at the time--wasn't what it is today. Same with the ceiling rim greeblies.

InternalSecurity18.jpg


Bridge_light_fixture03.jpg


Well, lately I've been searching for a way to add image-based geometry textures to models for things like cracked skin or fabric or...Kydex Haircell, so that the geometry would be 3d-printable. I even thought about subscribing to Mudbox, which is still a possibility, but I don't need to do that. UVW mapping, however, is NOT my strong suit, so I would love to get the plugin called Unwrap Pro by Marius Silaghi

https://mariussilaghi.com/products/unwrap-pro

for some of the things that I'd like to use the Displacement modifier on I believe this would be the best option.

@Donny, how is Substance Painter at unwrapping more organic shape so that it equalizes the UVs over the geometry like the plugin I posted above? Does it even do such a thing? TBH, I haven't played with it much, but I really need to.

Communicator_Test_02.png


And here's a blast from the past that I wasn't expecting...the entirety of my Max workspace at my monitor resolution back when 3.1 was still current:

Door01.jpg


By comparison, here's today's empty project screenshot:

2019-01-11.jpg
 
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I think I've finally created a decent enough Kydex texture. I'm really a very, very basic photoshop user, but I'm learning more.

Wasting time today until I hear back about a possible job...

I know the shapes aren't correct, but I'm playing more than anything.

Communicator_Test_03.png
 
I never claimed to be smart.

Now that I remember, I had tried the Displacement modifier a couple of decades ago when I was working on the filmstrip and tape holders on the Security section of the Refit from TWOK, but I had no idea what I was doing at that time and I ended up with horrible geometry so I promptly forgot about that modifier. What I did end up doing was modeling the panel with harder geometry. Today I would do it much differently (and NOT using Displacement), but at the time I was fumbling my way through learning 3d modeling on my own and YouTube--if it had even existed at the time--wasn't what it is today. Same with the ceiling rim greeblies.

InternalSecurity18.jpg


Bridge_light_fixture03.jpg


Well, lately I've been searching for a way to add image-based geometry textures to models for things like cracked skin or fabric or...Kydex Haircell, so that the geometry would be 3d-printable. I even thought about subscribing to Mudbox, which is still a possibility, but I don't need to do that. UVW mapping, however, is NOT my strong suit, so I would love to get the plugin called Unwrap Pro by Marius Silaghi

https://mariussilaghi.com/products/unwrap-pro

for some of the things that I'd like to use the Displacement modifier on I believe this would be the best option.

@Donny, how is Substance Painter at unwrapping more organic shape so that it equalizes the UVs over the geometry like the plugin I posted above? Does it even do such a thing? TBH, I haven't played with it much, but I really need to.

Communicator_Test_02.png


And here's a blast from the past that I wasn't expecting...the entirety of my Max workspace at my monitor resolution back when 3.1 was still current:

Door01.jpg


By comparison, here's today's empty project screenshot:

2019-01-11.jpg
Substance Painter doesn’t unwrap UVs at all. Unwrapping is primary done in your modeling package.
 
No, not yet, but I hope to sometime this year, both in 3d and in reality. This last year has not been my best ever.

There is a lot that I need to finish and a lot I haven't even started on that I hope to complete this year.
 
I was struggling earlier with getting Octane to behave. I had been using Vray for the last few months, but I needed to save a little money.

opinions?

Original (Vray):

Fletcher_Ranks_02.jpg


New (Octane):

Fletcher_Ranks_03.jpg
 
Trying to get a little more detail out of the bronze, adjusting the brass (I think I went too yellow) and playing with a magenta and saturation filter...

Render, as is:

Fletcher_Ranks_04_o.jpg


With filters:

Fletcher_Ranks_04.jpg
 
I appreciate you saying. :)

I'm running into what I mentioned on your thread: I'm fighting to adjust the image(s) in PS.

Finally going to need to learn about render passes.
 
I just seem to be missing the "reality" I'm looking for. Something is off to my eyes and I can't pinpoint it.

Getting there?

Fletcher_Ranks_05.jpg
Feel like I could pick one up and pin it on.

Also, the "Ensign" pin reminds me of the Stargate chevron and now I want a Starfleet themed Stargate.
 
Hi Scribble! Sorry it's been a while.
In my humble opinion, I think the light's too bright. Your rank insignia look so realistic, but to my eyes (which aren't great, admittedly) the glare and shadow make them seem "off".
However, I have just noticed some sort of burnishing or pattern on the steel/silver parts that I hadn't seen before - it looks great!
 
I agree with @Cyfa, the materials and overall render are definitely realistic, but those glares are just too big and unnatural IMO.
 
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