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pinkmouse
02-12-2014, 05:20 PM
Speed Modeling Challenge #248- Salt and Pepper



Rules:
1. Every week there will be a subject for you to model along with a time limit. You should spend no longer than the allocated time, then post a render of your model. As in most challenges like this, your honesty on modelling times is
essential. How you interpret the brief is up to you as long as the final model conforms to what is asked for.
2. Post a wire-frame and a render at 800x600 or larger.
(For wireframe help go to: http://www.artssphere.com/plugins/polygoncoloring.php
3. LightWave must be used for modelling. 3rd party Plug-ins are allowed.
4. You can enter as many times as you like, posting each in this thread. If you run over the time, the model can still be
posted but won't be subject to the judging.
5. Time spent on texturing, setting up a scene for a render and rendering is not included in the allocated period.
6. The winner is judged by the challenge starter and the prize is to set up the challenge after next week's.

*************************************************
This week's topic: Salt and Pepper
Model anything to do with salt and pepper service. Could range from an ornate 17thC Rococo salt bowl centrepiece to a dead simple plastic cruet set from your local caff. Or go mechanical, and make a motorised pepper grinder! Here's (https://www.google.co.uk/search?q=salt+and+pepper&client=firefox-a&hs=9el&rls=org.mozilla:en-US:official&source=lnms&tbm=isch&sa=X&ei=Uw_8Uo-8D-GN7QaipoG4Ag&ved=0CAkQ_AUoAQ&biw=1779&bih=928) a few ideas. Good luck!



Time Limit: 60 min.
Deadline: Wednesday February 17th, 2014 23:59:59 GMT

Have fun!

ArtGoblin
02-13-2014, 05:17 PM
Here's my first entry, It's super basic but I welcome the distraction from my drawing marathon. Modeling done within the hour, then half an hour shading and rendering it. I also made a screenCapture of this modelling session, along with the shading and rendering. It's nothing special to look at, but maybe it can be usefull for someone just starting out :)

http://imageshack.com/a/img703/4867/xxju.jpg
http://imageshack.com/a/img812/7545/b4v6.jpg


https://www.youtube.com/watch?v=JlExzqctmbA&feature=youtu.be

GoatDude
02-13-2014, 08:48 PM
Appreciate the Video. Very Helpful

Kryslin
02-13-2014, 11:13 PM
Any suggestions on surfacing Salt / Pepper? I'm pretty much done, but an empty shaker isn't all that nice to look at; and my few attempts at filling it with salt have been kind of ... ugly.

ArtGoblin
02-14-2014, 03:39 AM
what about filling it with volume that can be subdivided, use procedural textures to get the look right from the sides, using a weight map on the top polygons and displacing those on render time with a sub-d resulution based on 2 to 4 pixels?

ArtGoblin
02-14-2014, 10:44 AM
I did a quick test to see if my idea of creating salt inside a glass shaker would work. And it did get me nice results pretty quickly, but I'd like to develop some quick way to expand this salt shader to a particle solution, or at least some way of mimicing the salt that would spread out on the table beneath it.

http://imageshack.com/a/img38/1417/l3ky.jpg

ArtGoblin
02-15-2014, 04:01 PM
Ahh sweet... found a quick setup with particles and procedurals to create salt spread around on objects

http://imageshack.com/a/img69/8910/smq3.jpg

ArtGoblin
02-15-2014, 10:12 PM
sorry about the mass posting... I showed a friend of mine the salt shaker render, and his first question was "can you do an hourglass?" so with minimun amount of tweaking using mostly the same setup and shaders I got this

http://imageshack.com/a/img856/1757/sbtd.jpg

Kryslin
02-15-2014, 10:14 PM
Sorry to have taken so long in getting back. Looks awesome. I only hope to be able to come as close.

I actually had another idea that I'll try along side yours.

I need to get back to trying to break Rhiggit 2...

djwaterman
02-15-2014, 10:57 PM
That salt and sand set up is great, needs it's own separate post to explain in more detail.

pinkmouse
02-16-2014, 03:54 AM
Interesting stuff. :)

Here's my take on salt, just a quick, simplistic test before I have to get stuck into making some, (real world), cabinet doors. Needs tweaking, but promising.

120197

And the scene, (you'll need to find your Kitchen.hdr from the stock content folder):

JoePoe
02-16-2014, 09:00 AM
This is from an old SMC so it's NOT an entry for this week.

Since we're talking about salt...
In the bottle: Just as ArtGoblin said except I opted to boolean the shape of the uneven top level.

Outside the bottle: modeled the corner piece around the battery and used an image map (salt on black background with multiply blending) for the salt on the ground.

Salt on top of shaker and battery: also image map.

...just another way to go. :)

ArtGoblin
02-16-2014, 09:56 AM
kryslin: Now I'm curious to find out what solution for the salt you'll come up with :)

djwaterman: Thanks :) feel free to ask me if you have any questions about my setup, I'll attach a packaged scene here in this post.

Looking nice Pinkmouse... but I'm getting really long rendertimes with that setup, I'm guessing it's the simpleSkin shader's foult, or maybe my hardware isn't as good as it should be :D

JoePoe: that is looking really nice, I'm guessing you have much quicker render times than me, since I'm actually creating particles/geometry for the random leftover salt.

I packaged my "saltShaker with added salt" scene after removing both the HDRI probe and tileable texture I was using, I threw in a random image from my iphone in the HDRIenvironment and pumped it up to 500 % brightness to get some variations in the reflection and lighting.

120204

Welcome to take this setup of mine and dissect and play with :)

XswampyX
02-16-2014, 11:29 AM
Some great salt surfaces/materials. I went for sea salt. Not because it's easier to render or anything. :D

http://i465.photobucket.com/albums/rr16/xXswampyXx/Saln_N_Pepper_zps4e20d915.jpg (http://s465.photobucket.com/user/xXswampyXx/media/Saln_N_Pepper_zps4e20d915.jpg.html)

Less than an hour for the modelling, the rest of the afternoon to fill them.
Render with Octane plug-in.

Kryslin
02-16-2014, 11:48 AM
Well, I got halfway there.
http://img.photobucket.com/albums/v636/Kryslin/funstuff/Speed%20modeling%20Challenge%20Renders/smc_SaltShaker_zpsd56370c0.jpg (http://smg.photobucket.com/user/Kryslin/media/funstuff/Speed%20modeling%20Challenge%20Renders/smc_SaltShaker_zpsd56370c0.jpg.html)
http://img.photobucket.com/albums/v636/Kryslin/funstuff/Speed%20modeling%20Challenge%20Renders/smc_SaltShaker-wires_zpsa5f210f3.jpg (http://smg.photobucket.com/user/Kryslin/media/funstuff/Speed%20modeling%20Challenge%20Renders/smc_SaltShaker-wires_zpsa5f210f3.jpg.html)
About an hour to model... all those holes! ... and about 4 trying three different salt material setups (Something close to ArtGoblin's outlined setup, a setup using some math and DPont's Microdisplacement, and a setup using a noised up DPont's Cell node, fed into a Sigma2 node. All three looked roughly the same through my glass material.

Model is nothing special. Beveled cylinders, extruded edges, thicken, and collapse polygons/chamfer to make those nice holes.

XswampyX
02-16-2014, 11:56 AM
Nice model, not to be sneezed at (no pepper?).

I'm using the new thickness-er tool a lot now for holes and stuff, just model the outer, delete the polys where your holes are going to be, a quick thicken and bingo.

bazsa73
02-16-2014, 12:21 PM
Nice model, not to be sneezed at (no pepper?).

I'm using the new thickness-er tool a lot now for holes and stuff, just model the outer, delete the polys where your holes are going to be, a quick thicken and bingo.
I find the thicken tool useful too.

Kryslin
02-16-2014, 12:38 PM
Nice model, not to be sneezed at (no pepper?).

I'm using the new thickness-er tool a lot now for holes and stuff, just model the outer, delete the polys where your holes are going to be, a quick thicken and bingo.

Huh, never thought about using thicken like that...

If I get some time before or after work tomorrow, I'll see about a pepper surface for the interior.

Kryslin
02-17-2014, 11:23 AM
Ok, Got'em both now. Same wires apply, since the one shaker is a duplicate of the other...
http://img.photobucket.com/albums/v636/Kryslin/funstuff/Speed%20modeling%20Challenge%20Renders/smc-SaltAndPepper_zpscc1053eb.jpg (http://smg.photobucket.com/user/Kryslin/media/funstuff/Speed%20modeling%20Challenge%20Renders/smc-SaltAndPepper_zpscc1053eb.jpg.html)

Pepper surface is flakes, slightly longer in the X than in the YZ dimensions, using turbulent noise's bump channel fed into the position channel of the flake node.

XswampyX
02-17-2014, 12:41 PM
What happend to your glass surface? I liked the glass in the other render. :(

bellmore
02-17-2014, 02:09 PM
Here is a wooden salt shaker. 120236120237

ANS
02-17-2014, 05:17 PM
Pac-Man ghosts style salt & pepper set :)
120240

120241 120242

RudySchneider
02-17-2014, 09:20 PM
Here is a wooden salt shaker...

Interesting, but I can't help but niggle about the "non-traditional," backwards screw-top.

[Edit] Never mind, I'll just look at it with a mirror!...

Kryslin
02-17-2014, 10:53 PM
What happend to your glass surface? I liked the glass in the other render. :(

Stoopid me forgot to save it under a different name before applying Polygon coloring, that's what happened to it. Had to rebuild from memory. Didn't do so well, I see...

ArtGoblin
02-18-2014, 09:20 AM
Threw in another entry... Salt And Pepper shakers that look like dogs :) Found out my salt/sand shader isn't the best for doing pepper...

http://imageshack.com/a/img132/8495/6stb.jpg

http://imageshack.com/a/img198/8973/g069.jpg

ScreenCapture video of the modelling session:

http://youtu.be/RYtq9_jq8tY

JoePoe
02-18-2014, 09:44 AM
:lol:

HA!!

So the pepper comes out the back!
Does he lift a leg for the salt?? :D

Very nice btw. Very cute and convincing doggie for the time allowed.

JoePoe
02-19-2014, 11:09 AM
Hey Swampy :help:

If you care to share....
You always have such great depth in your wood grains etc. Is it all simply good normal/bump maps, or is there something "else" going on? .... the reflection channel perhaps?
I know your in Octane quite a bit but LWese if you please. :)

XswampyX
02-19-2014, 01:51 PM
Thanks. :D

Just your basic Lightwave surface....

http://i465.photobucket.com/albums/rr16/xXswampyXx/Wooden_Box_Small_zpsd44c87d3.jpg (http://s465.photobucket.com/user/xXswampyXx/media/Wooden_Box_Small_zpsd44c87d3.jpg.html)

120272

I use this as a base surface and then tweak it in the scene.
The top image node is the colour.
The next one down is the spec/reflection.
The next one is the bump/normal map.

The basic rules are always make your texture image maps square & seamless.
I use shadermap 2 for making the spec and normal maps.

Hope that helps.

ANS
02-19-2014, 02:33 PM
Thanks, swampy!
There always is something new for me, and useful :)

XswampyX
02-19-2014, 04:38 PM
No problem!

http://i465.photobucket.com/albums/rr16/xXswampyXx/Salt_N_Pepper_Wired_zps726cf308.jpg (http://s465.photobucket.com/user/xXswampyXx/media/Salt_N_Pepper_Wired_zps726cf308.jpg.html)

JoePoe
02-19-2014, 05:19 PM
Thank you (now if I could just learn to spell.... :D)

A couple follow ups. Might as well get it all straight in my head so I don't have to ask again.

Mmmm, I did not know the whole fresnel multiply thing!!
So..... are you using, in this case, the refraction index of..... wood varnish, or there about? Or is it a fiddle around with it thing?

In ShaderMap2 spec and reflection are the same image?
Interesting that there's nothing ultimately going into the spec channel. Are you still giving spec/glossiness global values in the "front" texture panel? I assume so...


Yes Yes, I will play with all of this on my own :) but that's what I've been doing for years now and here I am asking the questions. So any head start is appreciated.

XswampyX
02-20-2014, 12:41 AM
Morning.

"Mmmm, I did not know the whole fresnel multiply thing!!". It just seemed the most logical way to do it. How else can you get the spec/reflection map and fresnel combined?

"So..... are you using, in this case, the refraction index of..... wood varnish, or there about? Or is it a fiddle around with it thing?". It's not like refraction of glass, more how shiny something is. How shiny is wood? Well it depend on how shiny it is! So I set it to 1.5 and then adjust for effect.

"In ShaderMap2 spec and reflection are the same image?". Not just ShaderMap2, in everything. Yes spec is the reflection of the light source, but it's still a reflection, right?
I don't actually use spec if I can help it.

From wikipedia.... http://en.wikipedia.org/wiki/Specular_highlight


The term specular means that light is perfectly reflected in a mirror-like way from the light source to the viewer. Specular reflection is visible only where the surface normal is oriented precisely halfway between the direction of incoming light and the direction of the viewer; this is called the half-angle direction because it bisects (divides into halves) the angle between the incoming light and the viewer. Thus, a specularly reflecting surface would show a specular highlight as the perfectly sharp reflected image of a light source. However, many shiny objects show blurred specular highlights.

"Interesting that there's nothing ultimately going into the spec channel. Are you still giving spec/glossiness global values in the "front" texture panel? I assume so...". No, nothing in the front panel, No spec or anything..... I keep it all nodal. Why click to another panel? Or wonder why your colours are all wrong when you have the spec set to 50% on the 'other' screen?

"Yes Yes, I will play with all of this on my own but that's what I've been doing for years now and here I am asking the questions. So any head start is appreciated. ", No problem, glad to help & keep with it!

Cheers!

ArtGoblin
02-20-2014, 03:19 AM
Beautiful shading XswampyX as always, looking forward to finding a bit of time to grind my teeth into that nodal setup you have there !

JoePoe: the dog salt and pepper shaker is not my design, but it appeals very much to my childish sense of humor so I decided to give it a go :)

Kryslin
02-20-2014, 11:36 AM
Next Challenge is up : http://forums.newtek.com/showthread.php?140225-Speed-Modeling-Challenge-249-It-s-a-fine-day-for-SCIENCE!

JoePoe
02-20-2014, 11:56 AM
Ooh... hold on a sec. I got sumthin' coming real soon. Disqualified.... but still coming. :)

pinkmouse
02-20-2014, 01:10 PM
You're okay Joe, I won't have time to make a judgement 'till tomorrow morning, rushed off my feet here... :)

JoePoe
02-20-2014, 03:11 PM
You're okay Joe, I won't have time to make a judgement 'till tomorrow morning, rushed off my feet here... :)

uh oh. Don'T tell me that. I'm likely to go back in and forever tweak the render. :D

@Swampy - thanks again. I think I get it. Specular, in LW, is sort of a short hand reflection. A less computationally intensive fake of reflection of light intensity.
So if you have the "real" thing going, why bother with the others.

@ArtGoblin - hehehe.... you want to talk childish, here are my shakers. :angel: (also not my design)

Together they were well past the limit, but each one was under the hour, so depends on how you want to judge.
Of the two the, um, ....pepper, took longer. It got a little messy for awhile. Had to go back and clean things up (the wires people! :o).

The render is my first foray into XswampyX's special sauce. A little heavy handed on the reflection but, hey, ya gotta start somewhere. :)


http://i1049.photobucket.com/albums/s395/joepoe1/saltandpepper3_zps44c9c0bf.jpg

edit: for wires below

pinkmouse
02-23-2014, 03:25 AM
Well, folks, sorry for the delay, but real life has a habit of getting in the way. ;)

So, on to the results:

Joe 1 - Clean, simple models, love the tablecloth. Can't fault the modelling, but the anisotropic shading just doesn't quite look right.
ArtGoblin 1- Glass looks good, salt almost there, cap very nice. No wires though...
XSX- Nice model, as always, excellent render, but not quite sure if it needs quite so many polys?
Kryslin - Nice clean wires, simple model, but surely the cap should be threaded, not just ridged?
Bellmore - Good, model, nice to see an attempt at a thread even if it does go the wrong way. Not really sure about the junction between base and body, if it's a two part assembly you need to define them a bit more, and if it's one piece it just doesn't flow, (or shade correctly).
ANS - Clean wires, simple shapes, great modelling and fun subject.
ArtGoblin 2- Another excellent tablecloth. Oh, and pretty good models too! :)
Joe 2 - Where's my sunglasses! Impressive, not surprised they took an hour each.

And the results:

In bronze medal place, XSX with his crystal salt and pepper mills.
In silver, ANS and the plastic Pacman ghosts
But in gold, just nudging ahead at the finishing line, we have Artgoblin 2 and his puppies.

Congratulations, and well done all! :D

ArtGoblin
02-23-2014, 09:20 AM
uuu sweet :) Nice rundown of the entries... always nice when somebody takes the extra time to critique all the entries as well picking the winner

ANS
02-23-2014, 12:28 PM
Congrets, ArtGoblin :)
Your dogs shakers are really nice!