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    How to Model Rubbish

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    • jujuJ Offline
      juju
      last edited by

      @rich o brien said:

      I think Box's suggestion with a displacement map is the best route for this.

      If rendering from a distance be mindful of the texture tiling.

      Displacement map would only work with 3rd party rendering programs, not so?

      Save the Earth, it's the only planet with chocolate.

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      • Rich O BrienR Offline
        Rich O Brien Moderator
        last edited by

        He mentions rendering so I presume he means to output a rendered animation.

        If not then Jim's Random TIN or Christina's Erode are only quick option to shift terrain height.

        Or even Thom's Bitmap to Height.

        Download the free D'oh Book for SketchUp ๐Ÿ“–

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        • pilouP Offline
          pilou
          last edited by

          Joint Push Pull by Fredon has also function of random height! ๐Ÿ˜„

          Frenchy Pilou
          Is beautiful that please without concept!
          My Little site :)

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          • B Offline
            blackdogsketch
            last edited by

            You might want to experiment with the extension "CLF Greeble".

            Greebles are random bumpiness in models. Think of large starships in sci-fi movies. All that crazy bumpiness and detail, from afar, is often created with greebles. A lot of apparent detail without large amounts of geometry. If your flyover is graphically conceptual, you can apply some random materializing. If it's photo-realistic, apply actual detailed aerial imagery of landfills.

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            • Collage ArchitectureC Offline
              Collage Architecture
              last edited by

              You can use skatter to scatter garbage on any area in your control.

              I love Sketchup

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              • pilouP Offline
                pilou
                last edited by

                And Protrude by Jim for some many forms and levels!
                Taper can be also applied!

                GIF_protru.gif

                Frenchy Pilou
                Is beautiful that please without concept!
                My Little site :)

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                • JQLJ Offline
                  JQL
                  last edited by

                  You didnt create rubish pilou... Thats a city. Godzilla needs a meaner look. You'll get there with some work.

                  www.casca.pt
                  Visit us on facebook!

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                  • pilouP Offline
                    pilou
                    last edited by

                    It's a city of rubish compressed! ๐Ÿ˜„

                    http://www.3drivers.com/upload/iblock/33a/cube_03.jpg

                    Frenchy Pilou
                    Is beautiful that please without concept!
                    My Little site :)

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                    • HornOxxH Offline
                      HornOxx
                      last edited by

                      @rich o brien said:

                      ...Or even Thom's Bitmap to Height...

                      ...which is what I tried - and it worked quite well even.
                      With Bitmap to Height I made some proxys which could be replaced then within the renderer (similar to scatter which I donยดt have so far however).
                      This way is good for detailed views and should be complemented by scattered detail-rubbish additionally where needed.
                      In any case - all the methods mentioned here are useful in combination...

                      I would like to see any picture impression, which visuall result is striven by Bulbangs?


                      Test.jpg

                      never trust a skinny cook

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                      • B Offline
                        bulbangs
                        last edited by

                        Thank you to all who responded. You've all helped immensely with your suggestions. Here is the first pass of the render. Still have a few adjustments to make but the client expressed satisfaction with the output. ๐Ÿ˜„ ๐Ÿ˜„ ๐Ÿ˜„

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                        • HornOxxH Offline
                          HornOxx
                          last edited by

                          @bulbangs said:

                          ... Here is the first pass of the render...

                          ... I canยดt see anything โ“ ๐Ÿ˜„

                          never trust a skinny cook

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                          • soloS Offline
                            solo
                            last edited by

                            @hornoxx said:

                            @bulbangs said:

                            ... Here is the first pass of the render...

                            ... I canยดt see anything โ“ ๐Ÿ˜„

                            Neither can I, I was anticipating saying "it's rubbish" ๐Ÿ’š

                            http://www.solos-art.com

                            If you see a toilet in your dreams do not use it.

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                            • B Offline
                              bulbangs
                              last edited by

                              Oops thought it attached ๐Ÿ˜ฎ my bad IMG_0710.JPG

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                              • HornOxxH Offline
                                HornOxx
                                last edited by

                                ๐Ÿ‘ wow - a great and "terrible" scene at the same time.
                                How did you proceed now?

                                never trust a skinny cook

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                                • B Offline
                                  bulbangs
                                  last edited by

                                  Modeled the huge pile using sand box and textured it with a map. I then used skatter to add thousands of objects to litter the surface to create the top layer trash.

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                                  • genma saotomeG Offline
                                    genma saotome
                                    last edited by

                                    Create rubbish? There are a few of my earliest models.... ๐Ÿ˜Ž

                                    Seriously, it's going to be the textures that solve your problem. I did a model of a recycling metals company and I found some very useful (free) textures at textures.com. I suggest you check there.

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