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Lucky 7 Gum!

Posted: Thu Aug 07, 2008 11:55 am
by Borgleader
Some of you probably read my posts about being confused by neo0 and his pill/gum package.

Well from this sprung a project of my own. The Lucky 7 gum :) Before you ask yes I shoved a character from "De Blob" (a Wii game) on the gum pack. The blue material and coke material came from the Indigo mat database, and the wood came from Maxwell.

It is lit by the infamous kitchen from (to quote our locable mr.tripleB). And uh yeah...

Thoughts on what I should change, add, ... ? (I do think the scene is missing a few things...I just can't figure out what.

Posted: Thu Aug 07, 2008 12:16 pm
by CTZn
Gravity zero again ? Kidding, you could:

1 - randomize position of gums in package

2 - put some partial obstacle between the glass and the env map, it's just not acceptable green like so :)

plus

The wood does not looks like wood, more like sand paper, seriously.

The blue mat is unindentifiable

the package and gums look good !

all intended as constructive, cheers !

Posted: Thu Aug 07, 2008 12:16 pm
by StompinTom
the actual gum is a little blown out, loss of detail in the highlights. tone it down or expand the range a bit. your wood comes across as steel wool or shiny (epoxied?) sand. id suggest roughening up the plastic, putting some dents in to give it some character.

the glass? of coke is very small compared to the gum and doesnt read as coke very well unfortunately.

good start though! with a little more work itll be great!

Posted: Thu Aug 07, 2008 12:44 pm
by Borgleader
Silly me forgot to change the IOR on the wood, it was still at 1.608.

As for the gums, yeah they were floating a bit (i fixed that). And tried to make they emplacement more random. I also scaled the glass a bit (made it bigger).

As for the coke I rotated the scene 90 degrees and it seems to have fixed the "yellow top issue".

I'd replace the blue mat with something else but I have no idea what to change it for.

@CTZn: what did you mean by "partial obstacles"?

P.S: The gums still look like theyre floating a bit, but keep in mind that they aren't flat so there is space between the edges and the bottom surface.

Posted: Thu Aug 07, 2008 12:57 pm
by CTZn
@CTZn: what did you mean by "partial obstacles"?
I meant "put some geometry occluding the glass top from env map, but not occluding it all". Makes sense ?

Posted: Thu Aug 07, 2008 1:10 pm
by Borgleader
Oh yeah. Although I think rotating the scene did the trick. (I turned the glass mat from glossy to specular, to make it easier to see the coke)

Posted: Thu Aug 07, 2008 1:33 pm
by CTZn
yes that did the trick. Still burned, but the blue mat is better already :)

Posted: Thu Aug 07, 2008 3:45 pm
by doublez
How about having one piece of gum missing?

Posted: Fri Aug 08, 2008 3:54 am
by BbB
I think your bump value is way over the top. This, no the high IOR, is what makes your wood look like sandpaper.
Is the plastic wrapper for the gum really a thin volume? Right now it looks more like a solid piece of glass.
Apart from that, I think the second scene is clearly an improvement.

Posted: Fri Aug 08, 2008 4:08 am
by Borgleader
I'll post a screenshot later, but basically the gum package is made like this :
1. A plane for the aluminum sheet
2. A plastic plane (right on top of the aluminum)
3. Subsurfed cube (with array modifier) for the bubbles. They don't have depth.

And well the gums are also subsurfed cubes, but with edge loops.

I could also reduce the bumpmap on the wood.

Posted: Fri Aug 08, 2008 3:30 pm
by neo0.
As someone else who attemped this, I'de just like to say that this is great. I'de consider myself to be a pretty good modeller (by no means the best), but for some reason this particular thing was giving me trouble.

My only crit would be theat the actual gum looks pretty blown out.