Thursday, February 18, 2016

Did You Know That Some Assembly May be Required for Storybuilding Illustrations?

Developing a Storybuild Workflow is a Slightly Different (thought) Process

1903 Steampunk Skirt Generator
Open Sim is to open to all sorts of interpretations.  There is realistic art, minimal art, fantasy art and surrealistic art.  For my storybuilds I need to find or build fantasy elements that resemble traditional storybook illustrations, and these illustrations need to replace language.  Sometimes there is nothing already built to borrow or buy, because it needs to be invented.  The best way to invent is to start.


Out of the modeling comes an idea for a something or other (in this case a sewing contraption).  References are used and colors are picked from palettes or photo textures, but I am guessing the object evolves like all objects evolve with discovery and assembly.
 
Parts of 3 Inventions (References) Yields 1













The sewing contraption here is actually drawn from 3 separate reference photos.  The workflow took awhile to nail down, but eventually it started to take shape.  Once the contraption was built, I determined about 1/3 of what got done, never needed to be done at all.  Nevertheless, the experience of  trying this or that will  help me out later.  Even more important was learning what didn't work at all or how mistakes get made.

Eventually constructing steampunk could get into the Waymarker Live Tutorial Schedule.  For now I am satisfied the contraption is now sitting in the school outfitted with the skirt generator script.  A little bit of Open Sim flexi-prim building housed inside a "hi poly detailed" Lo Poly mesh.

Modeling for Interactive Use and to Replace Words












From 1 Engine to the Next Requires Adjustments

Finally In Use and Telling Ruby's Story





Saturday, February 6, 2016

Did You Know That You Can Use GIMP to Map After Painting Effects?

Did you know that you can use the portable version of GIMP http://www.gimp.org/ to create a nice map for adding automatic detail (cycles) in 3 easy steps?

Sometimes we overthink when we really just need to relax and enjoy the process.  Who in the virtual world are we trying to impress with our knowledge of this or that when the solution is already on the table?

Blender cycles does not paint my textures by hand, but it does add some of the detail that I desire after the fact (fake polys).  And its so easy and useful, it is not time efficient or cost effective to create a non-color data bump map any other way.  This is how it gets done in 10 steps that takes no longer than a couple of minutes (aside from the baking):

1.  Paint your model and save the texture.
2. Open the texture in GIMP
3.  Select Image.
4.  Select Mode.
5.  Grayscale
6.  Filters
7.  Edge-Detect.
8.  Export Image to .png format.
9.  Import to Blender through Texture Image Node (non-color data)
9.  Use with Glossy Shader node and other desired nodes.

Flat Painted Texture Over Vertex Map
Disclaimer:  Depending on your computer and how many other nodes you hook up, the baking process could take several minutes.  Go get a cup of coffee, check out the forums or read your Google + (all those posts you've missed).  Better yet watch or read  a tutorial that many of Open Sim's most creative builders worked up for you.
Edge-Detect for Black and White Edges