Featured Chat - Stefan Morrell 8/03/06

Special Guest: Stefan Morrell (Stonemason)

<DAZ_mattw> So, welcome everyone, and welcome, Stonemason.
<DAZ_mattw> To ask a question for our guest, please send a private message to the QuestionBot - click on QuestionBot on the right hand side of your chat window to send the private message, and that will queue it up for a moderator

<Stonemason> wow,busy room....hi guys,great to be here

<Stonemason> I thought we'd start by posting a tutorial on how I've been making some of the buildings for the upcoming Urban Sprawl 2

<Stonemason> Here's an example of creating a 3d building using photo reference,I use Photoshop CS1 & 3dsmax
<Stonemason>
<Stonemason> 1:A good way to create a building in 3d is to start with a photograph of a building,I usually go out every weekend & collect photo resources using a SONY DSC-R1 10.3 Megapixel camera.
<Stonemason> Each photo resolution is 3888x2592 pixels These photos need to be taken in overcast weather,shadows are your enemy when collecting world photo reference. If you have shadows on your photos then once applied to a 3d object you'll find the lighting will only work from one angle,'shadows define the light direction' This building wasn't taken on an overcast day,but fortunately the building wasn't receiving any direct light so no strong shadows or highlights are present.
<DAZ_mattw> [Note that you can click on each of these images to pop up a new window with a larger view]


<Stonemason>
<Stonemason> 2:Computers always prefer textures to be in a power of two,be it 256x256 or 512x512,4096x4096 etc..you can also have images that are wider than they are taller,but still keeping to the power of two. 256 wide x 512 high is still in a power of two,
<Stonemason> for this building the final resolution of the texture will be 1024x1024..but I work at a much larger scale,the larger the workspace the more detail you can apply.
<Stonemason> you can always scale down a bitmap but scaling up is never recommended. so I create a new file at 2048 & bring the building photo into the new file,first I start off by using the distort tool(right clicking the select tool will give an option for distorting the image) the idea with distorting is to make all the straight lines either vertical or horizontal,setting up a grid overlay can make this easier, holding -cntrl- while moving the distort handles can offer finer control


<Stonemason>
<Stonemason> 3:at this point I add some architectural detailing,a lot of times the first photo once distorted into shape is good to go..sometimes though you want to add an extra touch,this detail is from a beta texture collection that I've been fortunate to test.
<Stonemason> from http://www.cgtextures.com/. (used with permission) while I always prefer to use my own textures sometimes the limitations of where I live make this hard,(building Urban Sprawl 2 with a distinct American flavour isn't that easy when you live in New Zealand ;) )


<Stonemason>
<Stonemason> 4:After making the image tileable & saving as a Photoshop 'pattern' I can now line the top of the building with it,small details like this can really add to your textures, I'll also do some color correction using auto color & fade,


<Stonemason>
<Stonemason> 5:Next up is making a transparency map for the windows,this will also serve as the basis for a reflection map,I use the selection tool to cut out all the windows,make sure to save that selection as it will be used again..& you don't want the hassle of reselecting all those window shapes.


<Stonemason>
<Stonemason> 6:Next,add a 'grunge' layer,desaturated & set to screen,this will add some variation to the transparency map & help to simulate dirt,grime etc..opacity of this layer is kept quite low at around 30% use curves or levels to make it brighter/darker,add
<Stonemason> contrast etc..I also erase parts of the windows,assume that over time people have wiped the windows but always miss the corners & edges


<Stonemason>
<Stonemason> 7:duplicate the transparency layer & add a Gaussian blur,this is to simulate the fact that windows collect dirt along the edges & corners,add the original trans layer above the blurred one & set it to screen.


<Stonemason>
<Stonemason> 8:the bump map is essentially just a greyscaled version of the color map,this is adjusted using either levels or curves,this texture required a lot of extra work to get the grouting right, basically I add to draw over all the grouting to ensure it was darker than the surrounding bricks,a very tedious & slow job..but if your using a bump map it's essential


<Stonemason>
<Stonemason> 9:modelling..the idea with this model is too keep it as low poly as possible,the less polygons you have on a model the better,more polygons equal longer render times, I start with a single polygon & apply the color texture to it,while modelling I tend to only use the color as a guide,bump,reflect & transparency aren't needed at this stage


<Stonemason>
<Stonemason> 10:Now I cut the mesh to suit the texture,extruding windows & adding details...& re-mapping the uv's for parts that are extruded,the UV's for the inside edges also get edited,each uv face is carefully placed so the brickwork goes around the corners in a logical way,
<DAZ_mattw> [after this tutorial, we'll move on to open questions; Click QuestionBot on the right hand side to queue up a question for the moderators; just send it to the questionbot as a private message by clicking its name]


<Stonemason>
<Stonemason> 11:Once that first panel is done I clone it several times & make use of the symmetry/mirror tools,I also model
<Stonemason> some interior spaces(bearing in mind the windows will be trans mapped so there needs to be something behind them,I keep these interiors as low poly as possible) I add other details here also..adding a fire escape & some roofing details. I usually have a figure in the scene to make sure my scales are all correct


<Stonemason>
<Stonemason> 12:Setting materials for Poser or DAZ|Studio;now comes the hard part..making it look good in Poser ;)
<Stonemason> I've made this as a figure so I can apply MAT poses & switching geometry as well as making body groups for the door & fire escape the building facade has a basic material setup,adding the color map to the specular channel made the colours come alive,not something I do that often but for this one it looked great


<Stonemason>
<Stonemason> 13:The windows get a bit more attention,I use a math node that's set to 'subtract'.. this is to invert the transparency texture & then I plug that into the reflection node(*not possible in DAZ\Studio,you must make a separate reflect map for D|S)


<Stonemason>
<Stonemason> 14:& here's a test render :-)...with a very basic light setup of one raytraced shadow light,& one fill light..


<Stonemason>
<Stonemason> 15:for a night scene you can add some ambient strength to the windows


<Stonemason>
<Stonemason> 16:The final model,Poser 6 screenshot


<Stonemason>
<Stonemason> 17:after adding a TOON morph,
<Stonemason> these are the same techniques I'm using while making Urban Sprawl 2,it's very similar to photogrammetry but instead of lining up textures to suit the model I model to suit the textures.
<Stonemason> I first used this technique on the model 'A Quiet street'

<Stonemason> & as a bonus here is the final .zip of that building model,this includes P4,PP,P5 & P6 versions,this link will be available for today only http://home.xtra.co.nz/hosts/polycount3d/BETA_US2_Building001.ZIP..(if clicking the link doesn't open the file then copy the link to a browser window)
<Stonemason> http://home.xtra.co.nz/hosts/polycount3d/BETA_US2_Building001.ZIP
<Stonemason> that one should work :)
<DAZ_mattw> Here's a working link: http://home.xtra.co.nz/hosts/polycount3d/BETA_US2_Building001.ZIP

<ynsaen> thank you for the freebie :D
<Stonemason> cheers ynsaen :)..hope you enjoy it

<Lunastar> Where do you find your inspiration?
<DAZ_mattw> [If you're just joining us, ask a question for our guest, Stonemason, by sending a private msg to the QuestionBot by clicking its name on the right hand side]
<Stonemason> everywhere and anywhere...movies,books,friends...though more often from real life..seeing an interesting shape of texture can spur on a whole new environment

<skyewolf_images> Your models are always so intricate, detailed and realistic. how long from concept to finish does one usually take?
<Stonemason> that's a hard one..some can be done in as little as a week if I have the drive..others may take several months..I find the more I do this the harder it is to release something & consider it worthy...I'm always pushing myself to make things look great,sometimes that can be the biggest hurdle in finishing something

<d-farrell2> I am curious to know how you got into CG art - and how you came to do it professionally
<Stonemason> I stumbled into it...bought my first PC about 4 years ago...surfed the net looking for art & came across the world of CG..via Renderosity initially
<Stonemason> I quickly realized this was for me..I had a passion for it..& so a hobby grew into a job (still hard to call it a job though)

<Vanish> Do you find offering freebies is beneficial to increasing interest in and selling products?
<DAZ_mattw> [Since we still have some people joining us, note that to ask a question for Stonemason, click on the QuestionBot on the user list on the right hand side, and send your question as a private msg]
<Stonemason> yes, It's certainly good for building a name for yourself & getting stuff out there...it's probably the best way to learn how to do it as well.a lot of my freebies are things I can't be bothered packaging up for sale,or are so small that selling them isn't worth it...if you ever want to make Poser or D|S content then making freebies is a great way to start

<Lyrra> Your scenes are painfully detailed ... how do your texture and keep track of all that without going mad?
<Stonemason> hey lyrra....I do it all at the same time,I model & texture & uv map,so I'm not confronted with an unmapped model at the end of it...much like the way that building was made in the tut...doing everything at once can save a lot of sanity
<Stonemason> also having a clear idea of what the model should look like is a help.

<Valandar> How do you keep the polycounts so low with as detailed as your sets are?
<Stonemason> Val...I've read a few game design books that came in handy..as well as looking at the way games are made..so keeping it low poly is always a high priority for me,the rule of thumb is if the viewer can't see a polygon then it can deleted

<Risika75> What was your most difficult project, and how long did it take from start to finish?
<Stonemason> probably urban sprawl 2(unreleased as yet)..as it's following up from the first one I feel it has to be something great..bigger & better than the last one...I started it several months ago..& It's still being built..I'm taking my time with it :)..the big sci-fi scenes are the easiest as it's so much a case of freestyle modelling,anything goes
<Stonemason> urban scenes are harder as there is an element of realism that must come through

<Bobbie25> What was your first thought when asked to be in one of the best CG art book around?
<Stonemason> hey B..I was floored :o...I was actually invited to submit something & being invited alone was a great buzz..I'd been collecting those books too...but being accepted,that is a buzz :)
<Stonemason> the invite came after they saw my environments being posted at CGTalk

<DAZ_mattw> And now, for a Featured Chat First....
<DAZ_mattw> Stonemason's latest work is likely to capture your imagination, and give you some great ideas for renders of your own.
<DAZ_mattw> Whether you see it as a industrial glory fallen on hard times... or perhaps a great deal of new tech applied to a classic building....
<DAZ_mattw> We're pleased to make the introduction here and now of Stonemason's latest, "The Ministry", available now in the daz store!
<Stonemason>
<Stonemason> http://www.daz3d.com/shop.php?op=itemdetails&item=4467
<DAZ_mattw> It's more stunning work from an artist we've come to expect some amazing stuff from.
<DAZ_mattw> If anyone is interested in browsing Stonemason's whole catalog at DAZ, you can see it here: http://www.daz3d.com/shop.php?op=artistlist&artist=31795

<DAZ_mattw> Stonemason, can you tell us a bit about your latest piece?
<Stonemason> :)..cool...I'm very happy with this model,I think the textures are reaching a new level I've touched on before..this model started out as something much larger & that looked very different,here's the original render it was made for ...lot's of comments from Poser users encouraged me to make it a commercial scene


<Stonemason>
<Stonemason> the final model is a bit different to that render,but that's how it first looked
<Stonemason> grunge...grime...filth...I like my textures dirty :)
<DAZ_mattw> Personally, it gives me this palpable sense of potence, with all the machinery - but an air of mystery.... what is its purpose?
<DAZ_mattw> I guess that's where the artists come in :D
<Stonemason> Matt..hehe..purpose?..that's up to you guys once you start rendering

<shanehramsey> will the new urban sprawl connect to the first set
<Stonemason> the new Urban Sprawl wont connect to the original..mainly so I wasn't confined to working with it,starting something new like this makes for a lot more versatility..although,the buildings will be separate props.so you can easily add on to the previous Sprawl
<Stonemason> btw,Urban Sprawl was named by someone who is in this chat room..Flak,,take a bow :)


<Stonemason>
<Stonemason>
<Stonemason>
<Stonemason> some very early work in progress shots..the idea of urban sprawl is keeping everything very low poly & with small textures..as well as keeping the scene massive in scale & scope..this one features night?day material sets..toon morphs for buildings..underground tunnels..doors that open & close
<Stonemason> I'll also be starting a request thread soon when I have more to show...so you can make requests of what you'd like from a large city scene

<darthuv> What got you interested in creating environment while so many other focus on figures?
<Stonemason> the first thing I ever did in cg was a texture a Victoria figure..as fun as that may have been I felt environments were more my style,besides..there's plenty of people working on figures/clothes etc..it's best to find one area you like & focus on being good at that one thing...I have modelled a few figures,but never for commercial release..I'll leave that to the Daz guys


<Stonemason>
<Stonemason>
<Stonemason> these are some modular sci-fi panels that are being made..this will be a modular set of walls,floors etc..something I've been asked many times to make


<Stonemason>
<Stonemason> & here's another one I'm working on..this is Venice,using photos Noggin took while on a weekend vacation..he sent me these photos ages ago & I'm just now starting to finalise the model...with any luck we'll have Faveral making a gondola or two for it :)
<Stonemason> Noggin makes all those awesome animal models you see at Daz..from tarantulas to birds & alligators..Faveral is the master of all things nautical

<Garic> Stone where do your designs come from? Were you an architecture student? Master Planner? Studious Janitor in some military installation? :)
<Stonemason> I've never studied architecture professionally...but I do pour over books about the subject..I guess working as a stonemason for so many years gave me an insight into how spaces are built...but mostly I'd say it's just from observing the world & trying to recreate it

<DAZ_LisaB> HI Stefan :) If you had to name one thing, what would be the best thing about being able to make a living bringing your visions to 3D 'life"
<Stonemason> Hey Lisa..the best thing,working my own bizarre hours,lol....but also meeting some great people along the way,I've learnt a lot in the last few years & I'm grateful to everyone who has helped me get to where I'm at now (btw Lisa the support you guys gave me in the plat club was a great part of that success)


<DAZ_mattw> It's that time of the Featured Chat that we all know, but do not love - the time when we have to say goodbye to our featured guest.
<DAZ_mattw> We'd like to thank Stonemason for coming, for answering questions, giving us that new tutorial and helping us introduce his Ministry product.
<DAZ_mattw> Next week, we're going to have DAZ's founders, Dan Farr and Chris Creek, on to answer questions, so be sure to join us then to chat with the men behind the curtain.
<DAZ_mattw> Moderation is off. Thanks everyone!
<Vanish> Thanks, Stef!
<Cazcie> Thanks Stone
<darthuv> Thank you, Stonemason
<GozerTC> Thanks!
<Garic> Thanks Stone!
<DAZ_SSS> thanks stefan
<rosemx> thanks stefan
<Valandar> Thanks, Stoney!
<skyewolf_images> thanks Stefan :)
<Risika75> Thanks stonemason :)

<Stonemason> many thanks to everyone for coming..& great to see a big crowd here :)..Cheers!....(ohh,Dan & Chris next time,,let's grill them :P)

<Lunastar> Thanks Stone
<katibabi> Thanks Stefan!
<Lyrra> thanks mason :)
<JAriel> Thanks Stefan. =o)
<westonmi> thanks stefan!
<Ffej> Thanks for the info Stone
<musicat> thanks stefan
<moonrancher> Thanks Stefan, and g'Bye
<Eliza-Beth> Great info, thank you :)
<phlegm_thrower> answer me question maet
<d-farrell2> thanks stefan
<tigerzi> Thank you LOTS!!!
<DAZ_mattw> thanks for all the great questions, everyone; sorry we couldn't get through them all
<xoconostle> Thanks Stefan and DAZ, this was great!
<Faveral> Thanks Stef! (Gondolas are almost done!)
<Valandar> Next week let's all demand they FREE BUDDLES!
<DAZ_Biggie> Thanks Stefan!
<BluesDragon> can links shared here be reposted real quick for people arriving a little late?
<arianna> thanks so much stefan!
<nareese> thanks!
<GozerTC> *Chuckles*
<guswalt> Thanls for your time and the US2 preview freebie
<ImmortalImaging> Thank You Stefan!
<Flak> thanks stef - catchya around some time
<Valandar> I'm jealous - Stoney's only been at 3D work HALF as long as I have!
<ynsaen> too SHORT!!!!
<Bobbie25> :P
<ynsaen> MOE TIME MORE TIME
<GozerTC> Thanks for the previews of upcoming products! I can't wait!
<Sarsa> Thanks Stefan!!
<ynsaen> MORE TIME MORE TIME
<ynsaen> lol
<skynet88> Thanks Stefan
<MysticBlueRaven> thank you so much Stefan, for the fantasic chat and previews
<ynsaen> huggles stefan :D
<skyewolf_images> thanks for the freebie!!!
<Bobbie25> take it easy stoney
<Enforcer> Encore!!!!!
<LeeMoon> Thank you so much Stefan!
<phlegm_thrower> what was the tutorial?
<d-farrell2> *E*
* d-farrell2 wonders if this means stefan may not just lurk in the chat :P

<Wolfkazzy> Thank you, Stefan, I leared alot :)
<ynsaen> see ya in main chat!
<Disciple> Thanks for the facts and gifts. Visit again. :) Praise God!
<DAZ_mattw> For anyone who missed part:
<DAZ_mattw> the log will be up on this page in the coming days: http://artzone.daz3d.com/index.php?mode=featured_chat
<Kittylitter> thank you Stefan
<Vanish> COming "days" matt? YOu can work faster than that! ;)
<DAZ_mattw> heh
<Amarak> Thanks for hosting, Matt!
<Disciple> How long does a feature room stay open for post-chat?
<DAZ_mattw> our pleasure
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