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Hi
Thanks to all that took part in last weekend's desk lamp challenge.
This week I give you an empty bathroom, which I modelled in Blender 3D and textured in Adobe Substance Painter. I'll leave it up to you how you bring it to life, but do keep it decent, this is a family forum 🙂 .
The “rules”:
To download the image below at 3000 x 2400 pixels with an embedded ICC colour profile (sRGB), hover over the image and click on the circle with the arrows at the top right. Then, when the image opens in its own window, right click and choose “Save Image As/Save Target As” (or similar depending on your browser).
When posting back your image – please use the Blue reply button in this first post. If posting a comment on someone else’s entry then please use the grey reply button next to their image post.
Have fun!
Dave
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Thank you - as with many things it is just practice 🙂
Dave
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What's the little hole in the back center of the bath tub, @davescm?
~ Jane
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You can see the stir it caused on the next page, Jane.
Dave, I puzzled over the those shapes at the corners until I (think I) suddenly realized, including your creating a seethrough render (I hope, lest comfort suffer).
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The hole is the outlet pipe - those four corner shapes were me just not tidying up the feet. When modelling I don't stress over bits that won't be seen in the final render.
Dave
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@Dave: I worded this poorly — I ought to have said, "You clearly showed us where the drain hole is in this render."
@Jacob: All folk had to do was look here!
Sometimes my journalism training gets the best of me, and I looked up draining Victorian bathtubs. When folks didn't have running water, they filled it with buckets or pitchers after heating the water, then drained it with a garden hose. Also, the bathtub doesn't need a drain at all if there is a floor drain as in a shower. None of this has anything to do with this beautiful scene, of course.
~ Jane
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Jane,
I knew about the old/Victorian solutions, one being a (maybe rarely mouse operated) siphon (maybe made from a garden hose), another one simply emptying with buckets/pitchers (and carrying downstairs/away), and there seemed to be drain (and no slope leading to it).
So the presumed plughole seemed to lead only to disaster (or mess) if used.
This later render, showing the otherwise invisible pipe, was a relief for me; and the mouse did its best without the knowledge of new contraptions that lets water disappear into floors through pipes.
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Haha, happy feet 🙂
Dave
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Apropos to put Victorian lace on a Victorian bathtub, Rista!
~ Jane
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I see the mousehole has put in another appearance Jacob 🙂
Dave
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It has, Dave, and with a (w)hole new function, the mouse busy in its new job.
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Good thing he is siphoning the water out of the tub, I see no other way to drain it!
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The Siphon Master Mouse.
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You don't really think I would have left the drain out do you ? 🙂
Dave
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It was hidden from our view, of course! I knew you wouldn't have left it out.
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I did forget to put in the overflow outlet though
Dave
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Ah, Dave, cunningly hidden behind the nearest clawfoot.
I did look at the render and see what I thought was the plughole (which Jane has just asked about), but failed to imagine the gracious bending of the pipe.
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I dunno man, I'm not sure that tub is all it's "quacked up to be" :D. Nice idea - I like it - especially the mouse 🙂 .
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I've given up Photoshop for a while and trying to learn Blender again after not using it for some time, being busy at work, it's not related to Dave's excellent render and by no means perfect the floor plain is a mess 🙂
Can't find anywhere to show your renders and I know Dave is an expert so decided to post this here.
Dave I would love your critique if you don't mind.
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Hi Ged, good to see you are still around.
Nice job with the modelling. A few things which might make it look more real:
- Where the ground meets a wall, put some dirt in. Anything outdoors, even when kept clean, gets a bit of dirt there in the corners.
- Watch the scale of your model vs the background. Those trees look a bit large in comparison to the height of the building.
- There is something wrong with the shadows under the windows and from the beams that is giving a "sawtooth" look to the shadows. I am not sure what it is without seeing the model. If you want to share a link to it via a PM I'll take a look at it.
- The repeating ground plane texture could be broken up by adding some "dirt" at a different scale. I'll often build up a few different layers so that repetition is hidden.
- You might want to give those beams a slight bevel and some inconsistency or subtle bending so they are not perfect. I did that when modelling the pub for SFTW32
- When rendering a building, I often use a camera viewpoint between 1 and 1.8 metres from the ground. That is the height at which it would be viewed by a camera on a tripod or handheld and adds to realsim by giving a human viewpoint.
I hope that helps
Dave
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Hi Dave
Thanks for the tips much appreciated, I think I found the issue with the shadows, enabling soft shadows seems to have fixed it, it was rendered in Eevee.
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Hi Ged
Those shadows are much better. I find Eevee good for animation due to the render speed, but it is hard to beat Cycles for photo-realism.
Take a look at microdisplacement - called "Adaptive sub division" in Blender. It is great for getting fine height detail in close ground and yet keeping overall vertex counts reasonable (it works by dividing the mesh smaller close to the camera). To use it you have to turn on "Experimental features". There are lots of videos covering it.
Dave
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Cheers Dave, I'll check it out 🙂
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Dave, I decided not to mess with perfection.
However, it’s time to bring the outside in.
Turning a bathtub into a planter is nothing new.
K