Modelling curbs for rendering... texturing? Geometry?
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@Frederik
I am not able to use the private messaging system. I can read but not reply. The style is generated with Foto-Sketcher and PS. I render first, sometimes with Thea sometimes Lumion but any render engine will do. Then I use the "combine" function. Combining the original with a watercolor version.
An even more striking method is to use the PS clone tool. Create a watercolor version first. Then create a Photo-real version. Set the Photo real version as a source and paint over the watercolor in the areas where you want the detail to pop. Adjust the opacity of the cloning tool so you can slowly build up the detail by continuing to paint an area until you are satisfied with the result.Here are some better examples of the cloning method.
Sorry I have muddied up this thread Aces.
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These are very nice Roland.
But I see your curbs are very "edgy" and "continuous". Which is how I also did them (I could avoid the "edgy" part by using the bevel tool, but not the "continuous", because that needs either modelling individual curb pieces OR texturing the curb, which becomes difficult if it´s irregular, with curves, slopes, etc (but I am learning to use the ThruPaint tool)
But for your style it fits very well, also for very big scenes. I wanted a more photo-realistic result for scenes that may show it closer up.
I am specially impressed with the Docks images.
That part which is a mixture of grass and dirt, both in the middle and also behind and under the houses... is that Google Earth terrain (and you photoshopped to remove the original trees and shadows) or is it a texture you create from scratch at Photoshop?
edit: more than that! The dirt somehow also goes over the asphalt! Awesome.
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@unknownuser said:
more than that! The dirt somehow also goes over the asphalt! Awesome.
I start with the google image. I clean it all up as you suggest but then I enlarge it to anywhere from 8000pixels sq. to 15000 sq. pixels so that I can paint-in the detail which includes dirt, grass, curbs, sidewalks...etc. Often I just saturate or accentuate the features that are alrerady there. Grass is never uniform so I add a few different shades or I simple saturate the various shades provided by Google. I then import the image into my engine cause it can handle images at that size. I might also cut out a section covered by the image and ad mesh and a separate image or paint...i.e.curbs sidewalks, shoulders...etc to get extreme detail. You can achieve a very realistic curb, sidewalk result with Round-Corner. The examples I provided are not that good. I am looking for a photo-real example but most are recent and covered by non-disclosure so I cannot show them here. I will continue to look. I have in the neighbourhood of 7400 finished renderings so it is a bit tedious.
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By the way, you should be cutting the curbs/sidewalks/shoulders and medians right into the terrain with tools on surface and then pop them out to height with "joint pushpull" or "normal pushpull".
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I did find a few near photo real.
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I did find a few near photo real.
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@pbacot said:
I've used a texture with the divisions. Thrupaint did mapping OK. Don't know why it wouldn't work, given the geometry is easy to make regular with quads.
+1 for Thrupaint! If it's quads, you can also use Qaudface Tools to map the UV coords.
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Nice work, Roland!
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Thanks pbacot!
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Thanks a lot for the info, Roland!
I really enjoy watching your style...! -
Thanks Fredrick I appreciate your comment!
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@roland joseph said:
@unknownuser said:
more than that! The dirt somehow also goes over the asphalt! Awesome.
I start with the google image. I clean it all up as you suggest but then I enlarge it to anywhere from 8000pixels sq. to 15000 sq. pixels so that I can paint-in the detail which includes dirt, grass, curbs, sidewalks...etc. Often I just saturate or accentuate the features that are alrerady there. Grass is never uniform so I add a few different shades or I simple saturate the various shades provided by Google. I then import the image into my engine cause it can handle images at that size. I might also cut out a section covered by the image and ad mesh and a separate image or paint...
thanks, very interesting. However, I wonder if I could use this method, because unfortunatelly, the areas I usually work with have VERY LOW resolution at GoogleEarth/GoogleMaps.
are you able to work with this kind of imagery or is it too low res for your method?
https://goo.gl/maps/IUpcF@unknownuser said:
i.e.curbs sidewalks, shoulders...etc to get extreme detail. You can achieve a very realistic curb, sidewalk result with Round-Corner.
@unknownuser said:
By the way, you should be cutting the curbs/sidewalks/shoulders and medians right into the terrain with tools on surface and then pop them out to height with "joint pushpull" or "normal pushpull".
which is the method I usually use. As I said, the problem is that the curbs then must be a continuous concrete piece (like in the images you showed). You paint a seamless concrete texture. But there are no division between concrete curb pieces, which is how usually they are done here.
it serves well, as you picture shows, but for extra photo realism, the divisions between curb pieces is what I want... and a texture can´t be properly mapped with SketchUV or Thrupaint in a "joint push-pulled terrain"
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I've used follow me to run the sidewalk curb and gutter around.
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@unknownuser said:
the divisions between curb pieces
I don't know what you mean I guess. The curbs that exist now are identical to the curbs you see in my drawing. Maybe if you showed me a picture.
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@ roland joseph
how do you have make your pictures? with photoshop or inside of sketchup.
Thank You
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@roland joseph said:
@unknownuser said:
the divisions between curb pieces
I don't know what you mean I guess. The curbs that exist now are identical to the curbs you see in my drawing. Maybe if you showed me a picture.
here, curb pieces... and the divisions between the pieces, which are visible
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in THIS model I was able to run SketchUV to texture the curb. However, for some reason, SketchUV fails me for this task 90% of the times.
rendered
I don´t know why SketchUV usually fails on me for Tube Mapping.
I have this curb which to me seems to be made purely of Quads, and still I get an error message!
For the same curb, ThruPaint is ALSO failing me... (edit... and now I solved it... it was not connecting textures correctly between faces because it was a tube... I was able to delete all bottom faces, and then it got it correctly)
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OK...that's what I had in mind although in my local area we don't have the breaks. I don't know what the concrete recipe is but they don't need the crack protection which I guess the breaks are for. We have long continues ribbons. Your method is sound and looks good.
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@unknownuser said:
are you able to work with this kind of imagery or is it too low res for your method?
This is fine. Once you turn off all the unnecessary masking (roads etc) in Google. First enlarge it, then saturate it, then run a couple of "sharpen" passes. It would be suitable for a very effective near real image at that point. If you can manage an image at about 6-8000 pixels you can get down and paint with a line tool. You don't color over completely. Instead set the opacity down to about 50%. Sample the color of the existing pavement and use it to color over the streets. This creates sharper edges. In the areas where you want extreme detail as in your images you have to create mesh to work with just as you have.
I think the methods you are using are great. -
@roland joseph said:
I think the methods you are using are great.
thanks... maybe I should move forward to asking questions at the SketchUV and Thrupaint threads... I guess my method is good but my problem is how to properly use those plugins then.
ps: just to be sure, the 4 four pics of curbs are PHOTOS I found at Google, not ultra realistic renders by me
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