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View Full Version : SOUTHERN COMFORT Bottle



Stephen0523
02-05-2013, 12:22 PM
Hi all. Would anyone have a model of the attached? I am willing to purchase if need be.

Ta

Stephen

OnlineRender
02-05-2013, 12:25 PM
http://lightwiki.com/component/jdownloads/viewdownload/14/149?Itemid=

111160

opps just read the post on Mirkos page ... sorry no SC bottle

Stephen0523
02-05-2013, 12:26 PM
Thanks, but I have those and there is no SOUTHERN COMFORT.

50one
02-05-2013, 12:32 PM
Probably modeling it would take less than me writing this post haha

Stephen0523
02-05-2013, 12:37 PM
Hey 50one, if you can shoot me over a good model and your bill I would be in your depot! Let me know.

OnlineRender
02-05-2013, 12:41 PM
http://www.the3dstudio.com/product_details.aspx?id_product=254795

OnlineRender
02-05-2013, 12:43 PM
http://www.the3dstudio.com/product_details.aspx?id_product=254795

- - - Updated - - -

http://www.the3dstudio.com/product_details.aspx?id_product=254795 .............o


ugh silly forum

Stephen0523
02-05-2013, 12:52 PM
Thanks, I saw that one, but the lables are not current. I just purchased a bottle for reference (see attached).

50one
02-05-2013, 12:56 PM
that means scanning - redrawing - it could take take a lot of time

Stephen0523
02-05-2013, 01:01 PM
Ok.

JoePoe
02-05-2013, 01:21 PM
Bottle looks the same.....New label art is the issue. How hi res do you need this thing? Is it for Print? Is final for the screen? Size?
(specifically, how crystal clear does the imagery on the neck need to be?)

Timing?

Stephen0523
02-05-2013, 01:24 PM
Hi JoePoe. Good quality, Timing when you can

Snosrap
02-05-2013, 01:30 PM
http://www.the3dstudio.com/product_details.aspx?id_product=254795

- - - Updated - - -

http://www.the3dstudio.com/product_details.aspx?id_product=254795 .............o


ugh silly forum

That's a fairly nice model, but i would model the text right in the bottle and not have it as separate geometry. Will render more accurately that way - all subD's of course. :thumbsup:

Stephen0523
02-05-2013, 01:34 PM
Please do and let me know cost.

JoePoe
02-05-2013, 02:17 PM
...i would model the text right in the bottle and not have it as separate geometry. Will render more accurately that way - all subD's of course. :thumbsup:

I agree!!

You're a better man than I am, Gunga Din.
I was just going to work with that model and rebrand it. :jam:

jeric_synergy
02-05-2013, 03:05 PM
Dang, that's one complicated bottle.

Stephen0523
02-05-2013, 03:55 PM
Let me know who wants to take it on :-)

JoePoe
02-05-2013, 04:34 PM
Stephen - pm-ed you.

Surrealist.
02-05-2013, 06:54 PM
I don't think you want to try and model that text into the bottle. For something like that clean map would be much better as a displacement ( and faster to model and make). A good base subpatch mesh, UV'd properly and displacements for that raised text. The other details could also be displacements as well, sculpted in Zbrush even, or it could be modeled in Sub patches. Or if sculpted in Zbrush it could be exported as a mesh that would subpatch well with no displacments using the great remesh and topolgy tools in Zbrush. Either way, that is more or less my approach on it. Texturing of the label of course Photoshop or other and placed with a VU Map.

A little time to get right, but if it needs to be high quality, that is what I'd do.

OnlineRender
02-05-2013, 07:11 PM
you could use the new heatshrink in modeler with the text in the backgroud ... just an idea

Surrealist.
02-05-2013, 08:12 PM
Cool idea, only that it would not give you good topology. Doing the text by hand would be better in that case:

111168

http://lightwiki.com/wiki/Fundamentals_of_Subpatch_Modeling_Part_Four

But it is a bit time consuming.

It is just a matter of the effect you want and in this case I think you can leverage the power of the computer to do all that for you at render time. A few minutes work in Photoshop and done.

OnlineRender
02-05-2013, 08:19 PM
Cool idea, only that it would not give you good topology. Doing the text by hand would be better in that case:

111168

http://lightwiki.com/wiki/Fundamentals_of_Subpatch_Modeling_Part_Four



hehe always makes me smile when someone posts a Lwiki link , makes all the late nights worth it ...cheers

jeric_synergy
02-05-2013, 08:40 PM
I'm surprised you skilled users haven't brought out Normal Mapping yet. It's beyond me, but it seems to give some amazing results.

Surrealist.
02-05-2013, 09:03 PM
hehe always makes me smile when someone posts a Lwiki link , makes all the late nights worth it ...cheers

And it really makes me smile to see what you've done with it. Great job!

djwaterman
02-05-2013, 09:30 PM
For good reference you should have two bottles, one as is for lighting and surface and the other one you would spray paint grey for topology. For best results the whole thing have to be modeled, normal maps won't give you the profile that is quite evident on the photo, just the small details. I'm just saying that if you are going to get one of the LW community to take it on and they can't get hold of the product, you need to take some good reference photos and one of the bottles should be spray painted, tape measure lined up next to it and so on.

Stephen0523
02-06-2013, 07:05 AM
Hi Jeric, what do you mean by Normal Mapping?

Snosrap
02-06-2013, 09:04 AM
I'm surprised you skilled users haven't brought out Normal Mapping yet. It's beyond me, but it seems to give some amazing results. Normal maps are usually derived from high poly models in the first place and then applied to low poly models. Think video games. Almost every character in most modern 3D video games is modeled to a very high degree using Z-Brush etc. and then the normal maps are applied to a lower resolution character for in-game use. I'm not exactly sure what Stephen has in mind, but to me a subD model with the text as part of the makes the most sense.

Stephen0523
02-06-2013, 09:22 AM
Thanks Snosrap. I am looking for a high quality model that can be moved around (the textures, labels need to stick to the model).

jeric_synergy
02-06-2013, 12:50 PM
D'oh, yes, that would be pointless, since to create the Normal Map (generally) requires a high-poly model anyway. (Although I think I was believing you could do something akin to bump mapping.....)

Hey, all I can say is I've been sick for like two months and it's starting to take a mental toll.....

Good luck w/that bottle, Stephen. :) Are there going to be (psuedo) motion-control closeups?

shrox
02-06-2013, 12:59 PM
Empty the bottle first...mmmm.

50one
02-06-2013, 01:09 PM
Empty the bottle first...mmmm.

Yeah, straight to the kitchen sink..it taste like Perfumes:P

shrox
02-06-2013, 03:00 PM
Yeah, straight to the kitchen sink..it taste like Perfumes:P

To the uncultured palette maybe, like mine was in high school. Still had fun lighting the bottle afterwards though.

JoePoe
02-21-2013, 10:34 AM
Did you ever get this sorted out?

Stephen0523
02-21-2013, 10:37 AM
Hi JoePoe, I did not get a good model so I had to try and do it in Photoshop. Did you have a good model?

jeric_synergy
02-21-2013, 11:50 AM
Stephen, perhaps you should just fixed-price hire somebody to do the model. I take it there's no pressing deadline.

(high-five for the Pacific NW!)

Stephen0523
02-21-2013, 11:52 AM
No deadline, if the price was fair I would hire someone.

jeric_synergy
02-21-2013, 11:57 AM
Well, when the price isn't fair, there's eLance. 8~

Some intern/student might be willing to do it for pocket change and the experience. At least they'll know up front.

JoePoe
02-21-2013, 12:00 PM
Well, I started noodling with it.... and noodling turned into a bit more. :)

I'm not 100% sure it's got the right number of ribs.

jeric_synergy
02-21-2013, 12:02 PM
JoePoe, wires?

JoePoe
02-21-2013, 12:05 PM
Frozen, the model is under 20K polys.
On my computer (which is little more than rubbing two sticks together) this render took, cough, ...... a loooong time.

Text on glass, side and front, are normal maps.

http://i1049.photobucket.com/albums/s395/joepoe1/SoCo_shark1a_zpscaa0603e.jpg

JoePoe
02-21-2013, 12:11 PM
sorry double post.

jeric_synergy
02-21-2013, 12:30 PM
Text on glass, side and front, are normal maps.
Wait!: I was told above that Normal Maps are usually generated from existing high-polycount models.

Did you have to generate a high-polycount model to create the Normal Maps, or did you use a different approach?

(Confession: I find normal mapping to be serious voodoo.)

BTW, nice render. But obviously that shark ate a lot of CPU cycles.

JoePoe
02-21-2013, 12:49 PM
Wait!: I was told above that Normal Maps are usually generated from existing high-polycount models.


Don't know where you got that idea! :D But seriously, "usually", yes. But....
You should read this.... http://forums.newtek.com/showthread.php?133402-Normal-Maps-from-photo-test

I used simple text from illustrator.

And before I start an all out war here regarding normals from geometry vs. imagery.....I think there is a time and place for both with all sorts of variables.

I will say, though, on a complex organic shape it is one hell of a wrestling match to paint on maps that fit exactly right. Say for example creases in clothing or extra veining or muscle bulging.... Trying to do that (at least for me) is an excruciating back and forth process between pshop and lightwave. In that case normals from a sculpt/geometry (which is also no easy task) at least will fit like a glove. (disclosure... I have NOT tried the 3D painting inside of pshop..... yet).

Oh, and yes, the shark didn't help. I must like pain.:D

jeric_synergy
02-21-2013, 12:54 PM
Thanks for the link(s), JoePoe. I guess I should learn this.

Waves of light
02-21-2013, 01:32 PM
Wow, the resulting bottle is excellent JP. I like the method posted in the link.

jeric_synergy
02-21-2013, 01:38 PM
Don't know where you got that idea! :D But seriously, "usually", yes. But....
You should read this.... http://forums.newtek.com/showthread.php?133402-Normal-Maps-from-photo-test

I used simple text from illustrator.
Hmmm. The link is how to make a normal map from actual objects. Here's a link to a PShop normal map plugin, but it's not directly from Illustrator.

https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop

JoePoe
02-21-2013, 01:44 PM
Many options.... there's that one. I used nDo. There are also stand alone applications like CrazyBump!
Enjoy!!

JoePoe
02-21-2013, 01:47 PM
I should have been clearer.
The illustrator part is actually incidental. I dragged the type over to pshop where I used nDo.




Thanks Waves of Light. :)

jeric_synergy
02-21-2013, 02:37 PM
All roads eventually pass thru Photoshop.

jeric_synergy
02-21-2013, 09:02 PM
So, I tried making a Normal map using the NVIDEA plugin in PShop but the results in LW are less than striking.

111818

JoePoe
02-22-2013, 08:42 AM
You're gonna kick yourself.....

plug Normal map into Normal input on Conductor node. Right now it's going into Bump. :)

(....I'd also take your light intensity way down.)

jeric_synergy
02-22-2013, 08:53 AM
You're gonna kick yourself.....

plug Normal map into Normal input on Conductor node. Right now it's going into Bump. :)

Son of a b...... ::kicks self around block:: :screwy: :bangwall:

THANKS for checking JP.