Octane/2 blueprints/drawings

3D/2D CGI and the tools used in their creation (Maya, Photoshop, Blender, GIMP, etc.).
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nongrato
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Re: Octane/2 blueprints/drawings

Unread postby nongrato » Thu Dec 11, 2014 2:57 pm

My pleasure! I have alot of good stuff.
:Octane2: :320:

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Re: Octane/2 blueprints/drawings

Unread postby foetz » Thu Dec 11, 2014 4:58 pm

attached package contains the iv files converted to obj and sidefx format
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octane_case_geo.tar.bz2
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Re: Octane/2 blueprints/drawings

Unread postby sgtprobe » Fri Dec 12, 2014 3:44 am

foetz wrote:attached package contains the iv files converted to obj and sidefx format


Absolutely fantastic! Thanks a lot for this!

Turned out the case part of the wrl files wouldn't convert over properly either. Only thing I know of that will convert SGI inventor files reliably is a program called Polytrans from okino. I do have an age-old licens somewhere, but only works on 32bit version of windows it seems, probably only WinXP at that.

Again, thanks a lot!

:)

Now the question is, can I spare a couple of hours doing some fun modelling today? :P
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Re: Octane/2 blueprints/drawings

Unread postby sgtprobe » Fri Dec 12, 2014 5:20 am

Ok, the base done. Was thinking about building the internal stuff too, but since this is only for viewing/rendering purpose, i take the easy road. Modo is not a CAD program after all. :lol:

There is a small surface detail left to do, that shall match the line in the front plastic cover, but I do that when I'm there.

Base done in Psubs, but I don't do any weighting of the edges , so I guess it could be done in ordinary subdivs anyway.
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Re: Octane/2 blueprints/drawings

Unread postby foetz » Tue Dec 16, 2014 1:35 pm

sgtprobe wrote:
foetz wrote:attached package contains the iv files converted to obj and sidefx format


Absolutely fantastic! Thanks a lot for this!

no problem at all. was just a few clicks :-)

sgtprobe wrote:Base done in Psubs, but I don't do any weighting of the edges , so I guess it could be done in ordinary subdivs anyway.

alternatively you could template the original stuff and put a few curves on

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Re: Octane/2 blueprints/drawings

Unread postby sgtprobe » Wed Jan 07, 2015 7:49 am

Unfortunately, I haven't had much time to do anything on my Octane 3D build. Was planning to use the hollidays for some 3D fun, but as luck would have it I catched the cold of the century, so have been too sick to do any fun stuff :(

But I managed to get some hours to play today, so here is a small teaser of that work. Don't know when I will have time to continue again, but hopefully not too soon!

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* Note, the Octane is rendered in Octane :P *
Last edited by sgtprobe on Wed Jan 07, 2015 8:28 am, edited 1 time in total.
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Re: Octane/2 blueprints/drawings

Unread postby nongrato » Wed Jan 07, 2015 8:09 am

Amazing! Hope you will release your work into the "public domain"!
:Octane2: :320:

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Re: Octane/2 blueprints/drawings

Unread postby sgtprobe » Wed Jan 07, 2015 8:14 am

nongrato wrote:Amazing! Hope you will release your work into the "public domain"!


Yeah, I am hoping to be able to convert it to ordinary polygons in the future and in a common fileformat for anyone to play with!
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Re: Octane/2 blueprints/drawings

Unread postby sgtprobe » Thu Jan 08, 2015 5:27 pm

Not been able to play with the octane 3d modell today, but thought I could post some of my work I did today. This isn't for a client, but I needed to flesh out my material/shaders library a little bit (and test some light setup ideas I had in my mind), so I built some shaders in Modo today and used an older scene originally used for some Octane renderings I have made before.

The Redbull can is a bit too bright on the right side, something I noticed later on, since I was more focused on rendering the image out to see the materials. It need some highlight compression.

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link to a little bigger image with better quality: http://edgeloop.se/edgeloop_4/Silver_Edition_Modo_003_RC.jpg

If it is of any interest, it is rendered on my 8 core 5960X CPU @4.2 GHz (currently) so no GPU rendering here.
Rendered at 3312x3840 resolution originally, 18m and 35 seconds in total (quite a bit slower compared to my GPUs).

/Edit. I had to change the size of the image, was too big, thought it would autosize or something :P
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Re: Octane/2 blueprints/drawings

Unread postby foetz » Thu Jan 08, 2015 7:04 pm

looks ace :D
especially the water drops are great. i almost don't dare to say that there's one tiny detail that looks not as perfect as the rest which is the foot. unlike the very top that looks a bit to smooth and blue for my taste for being the usual can metal

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Re: Octane/2 blueprints/drawings

Unread postby sgtprobe » Thu Jan 08, 2015 7:39 pm

foetz wrote:looks ace :D
especially the water drops are great. i almost don't dare to say that there's one tiny detail that looks not as perfect as the rest which is the foot. unlike the very top that looks a bit to smooth and blue for my taste for being the usual can metal


Thanks a lot :)

Regarding the foot, it might just be that the foot takes up some blue tint from the HDRI. I have two calibrated screens, althought one is of a warmer tone and the other one a tiny bit colder (ccfl vs white led) and I feel it is within the OK range. Is it very blue on your screens? Regarding it's smoothness you are right. What the H*ll, seems the shader have lost it's path to the bump maps, lol.

Oh, and by the way, don't be afraid to criticize my stuff, I can take it. But I might not agree, that's all ;)

Here is another one from the same angle, but rendered on my GPUs with path tracing in Octane. 3m and 57 seconds @3312x3840 resolution. Quite different results, it's harder to be creative with how you can bend shaders when rendering with PBR in an unbiased renderer.

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Re: Octane/2 blueprints/drawings

Unread postby vishnu » Thu Jan 08, 2015 11:18 pm

I would say if that's not photorealistic it's as darn close as you can get and still not be... :shock:
Project:
Temporarily lost at sea...
Plan:
World domination! Or something...

:Tezro: :Octane2:

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Re: Octane/2 blueprints/drawings

Unread postby sgtprobe » Fri Jan 09, 2015 7:03 am

vishnu wrote:I would say if that's not photorealistic it's as darn close as you can get and still not be... :shock:


Thanks (I guess :lol: )

That dropplet going down the can looks very weird now when looking at it, like it has a completely different shader than the dropplets. I wonder why since it should have the same Octane material.
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