Something to Sit On

The scope of this project just keeps growing. That is what happens when you do not start out with a clear and specific plan. That’s ok because that allows for freedom of creativity and happy accidents. Or the realization that you really need something else to make the
scene look more complete and less awkward. As is the case with this scene.

Since I decided to create a dinner table scene set for two people, the person who lives in the space and company, I realized that I need some thing for these people to sit on, at the table. Thus a need for a chair or two. So time to create a chair. I suppose I could do something fairly basic and not very exciting. Yeah, I don’t ever do things that way.

I decided to go with one of those chairs with the hoop back and the round legs. Only, I didn’t want just the basic round legs, I wanted something a little more decorative and fancy.

For this I started with the spanner type area that goes between the legs to stabilize them. I made the middle one and then the two side ones. The biggest trick here was figuring out how to get the ends to taper nicely and how to get the bulbous areas to adjust smoothly.
Enter the Soft Selection tool. This little jewel lets you select something and then set how far out changes will be impacting and to what extent. So you select one end and set the falloff and then, as example, you scale the part you selected, instead of having a dramatic change, you get a more gradual change.

Chair_0719_01

So when selecting the edges to scale down to get the detailing on the spindles I used the Soft Selection tool and was able to get some very nice transitions. I was able to select both of the ends at the same time so I could scale them the same amount and it worked quite nicely.

As you can see, I pretty much took a bottom up approach to creating the chair. I started with the inner spanner/bracers and then added the legs. I did one, on the front, and got it the way I wanted it, including setting it at an angle, and then copied it. This worked really well for the second leg on the front. Setting it at the angle before I copied it complicated the copy for the back legs. However, by it really just required some basic rotation and then I already had them at the correct angle to match the front ones so that they weren’t too straight or too far angled out.

Chair_0719_02

I didn’t do a lot to the seat. I know I could have done a bit more too it. I just wasn’t feeling it. So I rounded the corners and softened the edges. Of course this required strategic placement of edge loops. Some closer to the original edges to maintain volume and shape and some a little farther away to get that rounded corner look. Then I scaled the back side so it wasn’t quite as wide as the front.

Time for the seat back. I had already decided I wanted the hoop look and so I knew I was going to need spindles or dowels in the middle. I just needed to choose which one. I chose the spindles that were sculpted. I wanted to continue some of the design already in use instead of create something new. So I copied one of the side spanners. I rotated it, and then scaled it up to make it longer and down to make it skinnier. I put one in the middle of the back of the chair seat so I had some idea of the height I wanted the hoop.

Chair_0724_01

For the hoop for the seat back I used a torus only I did not make it a 360 degree torus. I used the option that allowed me to create only part of it. I think it went around about 230 degrees, maybe not quite that far. I still had to rotate it a little because of where it took the origin from. Still this was much easier than creating a complete torus and then deleting the segments that I didn’t want. I used the soft selection tool again on the ends. I wanted to make the sides more vertical instead of rounded so I needed to rotate a little and move the ends out. The soft selection tool let me do that. I spent a lot less time fiddling with it than if I had tried moving each set of edges on their own.

Chair_0726_01

Chair_0726_04Once I got the hoop created it was time to add the rest of the spindles. So I copied the first one to create the rest. They each required some scaling and placement adjustment so that the ends weren’t sticking out the top of the hoop. So this was looking pretty good except that the back was very short and squatty compared to the rest of the chair. So I scaled the entire back up so that it was skinnier and that fixed that issue. From this point there were two things I considered for making the seat back look better. I could angle it back a bit so that it looked more at the correct angle, and I could round it a little bit so it looked a little more contoured. The contouring part was a little more than I was feeling up to at that point so I did the angling part and skipped the contour option.

BeautyRender_0726_01I found a nice wood material for the Seat and the seat back spindels and then a nice paint for the other parts. And even for the things that I know I didn’t do that I think could have added to the chair, I am really pleased with the way the chair turned out.

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A Square Peg to Create a Round Hole.

The salt and pepper shakers were a little different to model. I am not sure I did it most efficiently. I did it the way I knew I could make it work.

What I knew I wanted was to have holes on the top. Actual holes, not just a texture of them. Of course that all by itself would have been a challenge since I have not ventured near UV maps yet. Back to my holes.

I figured out that if I used small square shaped cavities and did not add extra edge loops then I should be able to get round looking holes.

Because I wanted to use square shapes on the top I decided using a cylinder would not work very well for me. Instead I created a tall box. By using the box I could add edge loops so that I had the spaces for the holes on top and the I could extruded them into the object.

This all actually worked out pretty well for the most part. It got me the holes I wanted when I applied the turbosmooth modifier. Unfortunately it left the objects still relatively square shaped instead of round. As a result, to get that worked out, I spent quite a bit of time tweaking and fiddling with some of the edges to move them around enough to make the objects rounder.

As much time as I spent on the tweaking, I was smart about it and only did it to one of the shakers. I created the one block and did all the modeling right up to being ready to create my holes on top. Once everything else was done then I copied the item. For the holes on top I went with a concept that I have seen in real life and that is, that the only thing that differentiates the salt from the pepper, as far as the shakers are concerned is the number of holes in the top.
Salt and Pepper shakersSo here are the salt and pepper shakers without texture.

 

 

 

 

Salt and Pepper Shakers and Candle holder
And here they are once I decided on a texture for them. As you can see, I also changed the material for the candle holder.

 

 

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Lights That Look Like Lights

I got the brilliant idea that I wanted to see a street light through the window. Then as I tried to get it to look just right I started to wonder just how brilliant that idea was.

Modeling it was challenging enough. I don’t have any interesting street lights near me for reference, though I did go outside and look at how they stood in relation to the height of my building. So the style of the street light, may or may not be something that exists. I mostly took bits of ideas and put them together. Lots of edge loops.

My biggest challenge was not in getting it to cast luminencense. I could do that. I just put an omni light inside the globe and gave it a near transparent frosted look. However, when I rendered it, it didn’t look like it was providing light of any kind. The globe looked dull.

Street Light

 
I had to find a material that was self illuminating to get it to look like it was a light that was on.

 

 

 

Once I got a self illuminating material the trick was to set the lumes just right so it wasn’t too bright or too dark.

Street Light Lit

 
I suspect as I learn more about materials and lights that I will find a better way to do this. For now I’ve learned that if I want my light to look lit and provide texture to the scene as well as provide actual light as a light source, then I need a self illuminated material as well as an actual light source.

 

When I went to do the ceiling light, I had learned this already and it was much easier.

Ceiling Light Lit

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PointPusher – Danny Williams

One of the highlights of the Zbrush Summit was the presentation by artist Danny Williams.

He has a really great, relaxed style. He is a good teacher. Inspiring and informative and really into learning how to do things as well as showing others how to do things.

And his art is cool too! Check out his site at: http://pointpusher.artstation.com/ and check the Pixologic site for a little more information about him:  http://pixologic.com/summit/presenters/#williams

 

 

 

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Zbrush Summit — Good Job Pixologic

This past weekend Pixologic held the first ever Zbrush Summit and it was free. It was also really awesome.

There were a lot of really great presenters, from a variety of industries, with some great stories and techniques. The talent was amazing. And some of the information and instruction that was passed on was just excellent. There are not enough superlatives to adequately convey what a benefit this summit was to those that are working with or learning or trying to learn to use Zbrush, or are trying to get into a number of industries
that utilize Zbrush. And I am sure that there are many people comforted by the knowledge that they are not the only ones who have to get over the stage where the work they produce just isn’t as good as what they usually create in other mediums.

Each of the days of the summit Pixologic tantalized everyone with a peak at the new release coming out, hopefully soon. They demonstrated some cool looking new tools and toys that will be in the next release. And they showed off the new Zbrush to Key Shot bridge that they have been working on with Luxion. There are so many great new
tools in the next release that other companies would have released it as a complete new version number. Not only is Pixologic only increasing the release number, so the new Zbrush will be Zbrush 4r7, it will also be free to those who have 4r6. That is truly cool! And that Zbrush to Keyshot bridge, they are planning an introductory price on it when 4r7 comes out.

A couple of little tidbits on Zbrush 4r7. It will be the last 32-bit release of Zbrush. They are also releasing a 64-bit version of it and the public beta will be available either at the time of release of 4r7 or shortly after. The demonstrations from Pixologic were of the 64-bit version and it looks good.

If you want more on the summit or the new release of Zbrush, Zbrush 4r7, then head on over to Zbrush Central at Pixologic.com.

Pixologic, you did a great job. Thanks for having the first ever Zbrush Summit and for the Live Stream of it the whole weekend. Here’s hoping you do it again.

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