A Little Stool in Red Oak
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Loosely based on a pine stool from Sweden ca. 1940. Just honing my SketchUp skills. The carpet texture came with SU. I'm thinking it is a little large. I was able to get both stools out of one "board."
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yeah carpet is a little too large. would love a stool like that!
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It would be an easy build, I think. Nothing too critical. I guess I'll see if I can modify the size of the carpet and merge it with the rest.
Edit:
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Brilliant, where did you get the texture for the stools?
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Thanks, Mike.
As to the texture, it's one I made from a photo of a plank. It was a big board. Well, only 6' long but better than 16" wide.
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Black paint over the oak which wasn't sanded smooth.
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love that effect! yeah carpet looks much better now.
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It'a very nice, and nice pictures. The thread title keeps making me think about a bear in the woods.
Happy New Year
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@pbacot said:
It'a very nice, and nice pictures. The thread title keeps making me think about a bear in the woods.
Happy New Year
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I painted them in red for fun.
I'm reasonably happy with the way the texture of the wood shows though the paint. They don't look like plastic that way.
Any suggestions from the rendering gurus on how to give the stools the appearance of weight. It looks like they are floating on the carpet when they should be sunken in. Maybe I could make a mesh and depressions under the feet with sandbox tools? Any other suggestions?
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Looking good, Dave
@dave r said:
Any suggestions from the rendering gurus on how to give the stools the appearance of weight. It looks like they are floating on the carpet when they should be sunken in. Maybe I could make a mesh and depressions under the feet with sandbox tools? Any other suggestions?
I'm no rendering guru, but I think adding a light directly above the stools above will add some shadows under the stool to help 'ground' it. Right now it appears like you only have one light in the scene.
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Thanks Marcus. Actually there are three lights. One above the stools, one to the left of the camera and fairly low in this last render and the third is behind and to the right of the camera.
Maybe if I really float the stools, say 1/32 of an inch above the floor, I'll get enough of a shadow under them to give the effect. In reality, though the carpet texture should deform a little.
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Oh yeah, I can see multiple shadows now.
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@dave r said:
Any suggestions from the rendering gurus on how to give the stools the appearance of weight. It looks like they are floating on the carpet when they should be sunken in. Maybe I could make a mesh and depressions under the feet with sandbox tools? Any other suggestions?
Not sure what renderer you used, but if you don't want to go and remodel the carper, you could try to add some AO effect. Also like said, you could try to float chairs a bit...
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thanks for the suggestion. I'll see if I can sort that out. I used KT for these.
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Yeah they do look a bit floaty. I wouldn't go as far as deforming the floor though. Lifting objects away from the surface can add some shadow underneath but since you have used roundcorner (quite rightly) I don't think the shadow will become obvious. Best off exploring the AO route as notareal suggests. If you want any more critique I have to say the skirting texture looks too low res.
Instead of re-rendering the whole scene, can you export an AO pass and then overlay it in photoshop using the multiply blending mode? I think you can in KT.
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Thanks Oli. I didn't round over the corners on the bottom of the feet. I only rounded the edges up the outside and in the recess underneath.
I didn't really want that texture on the skirting board to be high res. I didn't really expect it to be the focus of attention. I added a little bump to it, too, to keep it from being so shiny.
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I understand, it's just when there are so few objects in the scene everything stands out. It's easier to notice these things that's all. I was just being a picky bugger.
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That's alright. Maybe I should reduce the DOF a bit.
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@dave r said:
thanks for the suggestion. I'll see if I can sort that out. I used KT for these.
There is no proper AO in KT, so float or modify mesh to get some recess around the feet. If you used KT biased engine, missing contact shadows is just a feature... for example Thea has different approach in it's biased engine (Field Mapping instead of Photon Mapping) and it can produce good contact shadows ( +there is AO feature if needed). With KT, unbiased engines should produce better contact shadows, but still... floating models a bit will help.
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