Boar inn (CLOSED)

Hello all,
I am working on this (there is more but these are the screenshots I took so far). Ispiration came from my past days playing Das Schwarze Auge as the master. The English title is "The Dark Eye" and previously "Realms of Arkania". I am Italian though and here it was titled (in late '80s) "Uno sguardo nel buio" that means "A look in the dark".
We started so many adventures in a inn. The place where the handful of adventurers usually rested from the fatigue of previous adventures and planned the next one. And one of my favourite adventures was the 5ft book "Nella fredda luce del Nord" which original title was "Unter dem Nordlicht" (first edition 1984). And once again everything started from a inn.
Inn scene layout and modeling in Blender.

Render proof for a dwarf character in Blender. The mesh comes from DAZ Genesis 9 a little bit manipulated with morphs. The model is imported with Diffeomorphic DAZ Importer. I plan to do further sculping and aging in Blender.

Test modeling of the inn stone wall in Blender. The base bricks and windows holes are made with Wall Factory add-on bundled with Blender. The stone mesh is then obtained on the base of "Create Stone Wall in Blender - Tip of the Week" tutorial. The rock and wood textures are from ambientCG.

I am working on this (there is more but these are the screenshots I took so far). Ispiration came from my past days playing Das Schwarze Auge as the master. The English title is "The Dark Eye" and previously "Realms of Arkania". I am Italian though and here it was titled (in late '80s) "Uno sguardo nel buio" that means "A look in the dark".
We started so many adventures in a inn. The place where the handful of adventurers usually rested from the fatigue of previous adventures and planned the next one. And one of my favourite adventures was the 5ft book "Nella fredda luce del Nord" which original title was "Unter dem Nordlicht" (first edition 1984). And once again everything started from a inn.
Inn scene layout and modeling in Blender.

Render proof for a dwarf character in Blender. The mesh comes from DAZ Genesis 9 a little bit manipulated with morphs. The model is imported with Diffeomorphic DAZ Importer. I plan to do further sculping and aging in Blender.

Test modeling of the inn stone wall in Blender. The base bricks and windows holes are made with Wall Factory add-on bundled with Blender. The stone mesh is then obtained on the base of "Create Stone Wall in Blender - Tip of the Week" tutorial. The rock and wood textures are from ambientCG.

! REPORT
Some updates.
I've modeled the ceiling chandelier (I have to add candels, of course) using a complex structure and Array Modifier + Curve Modifier in Blender. Actually I can drag the chandelier wheel up and down and the chains automatically generates. I am bit concerned with the end cap of the Array Modifier since it draws a chain link that is essentially out of size. Though nothing I can't fix.

An overview of the scene with the chandeliers.

And, finally, a couple of characters based on Genesis 8.1 and imported from DAZ Studio with the Blender Bridge.
I am quite confused by how DAZ Blender Bridge actually works. If you sequentially import two different figures with different names (I wanted to be extra safe by naming the characters differently thought it might be that the Blender add-on handles figures with the same name automatically) Blender add-on handle them correctly and name the containing collections sequentially ("DAZ_FIG_0", "DAZ_FIG_1", etc), though in the file system there is always only one folder named "path_to_documentsDAZ 3DBridgesDaz To BlenderExportsFIGFIG0".
Clearly I have to prepare their wardrobe, add some details by sculpting and pose them in a better way.

I've modeled the ceiling chandelier (I have to add candels, of course) using a complex structure and Array Modifier + Curve Modifier in Blender. Actually I can drag the chandelier wheel up and down and the chains automatically generates. I am bit concerned with the end cap of the Array Modifier since it draws a chain link that is essentially out of size. Though nothing I can't fix.

An overview of the scene with the chandeliers.

And, finally, a couple of characters based on Genesis 8.1 and imported from DAZ Studio with the Blender Bridge.
I am quite confused by how DAZ Blender Bridge actually works. If you sequentially import two different figures with different names (I wanted to be extra safe by naming the characters differently thought it might be that the Blender add-on handles figures with the same name automatically) Blender add-on handle them correctly and name the containing collections sequentially ("DAZ_FIG_0", "DAZ_FIG_1", etc), though in the file system there is always only one folder named "path_to_documentsDAZ 3DBridgesDaz To BlenderExportsFIGFIG0".
Clearly I have to prepare their wardrobe, add some details by sculpting and pose them in a better way.

! REPORT
Looks really cool so far.
Thanks for participating in the contest, and for sharing your WIPs along the way.

Thanks for participating in the contest, and for sharing your WIPs along the way.
! REPORT
endersaka
Karma: 231
Tue, Dec 13, 2022Thanks Fozy 3D,
I think that sharing is funny, usefull and helps creating community and enthusiasm for any kind of craft or art.
For example last evening I discovered that (regretably) DAZ official Blender Bridge add-on fails in inporting poses from DAZ (though the button is there but it does not work at all) while (luckly) unofficial Diffeomorphic DAZ Importer succedes in this task. Therefore Diffeomorphic has just become my first choice tool, so far, in the Blender <-> DAZ roundtrip.
I also discovered that my PC (while quite well equiped) is not very good at computing rigid body physics in Blender and I also found some bugs (crash triggering bugs) in DAZ Studio that I will certainly report to DAZ 3D.
I think that sharing is funny, usefull and helps creating community and enthusiasm for any kind of craft or art.
For example last evening I discovered that (regretably) DAZ official Blender Bridge add-on fails in inporting poses from DAZ (though the button is there but it does not work at all) while (luckly) unofficial Diffeomorphic DAZ Importer succedes in this task. Therefore Diffeomorphic has just become my first choice tool, so far, in the Blender <-> DAZ roundtrip.
I also discovered that my PC (while quite well equiped) is not very good at computing rigid body physics in Blender and I also found some bugs (crash triggering bugs) in DAZ Studio that I will certainly report to DAZ 3D.
With the exception of some buggy details I found a good setup for basic clothes.
Before

After

And a preview with a very quick texture setup (thanks to ambientCG and their Fabric 001. I will choose mostly rough fabrics for the clothes of the party. I assume they are not rich.

Before

After

And a preview with a very quick texture setup (thanks to ambientCG and their Fabric 001. I will choose mostly rough fabrics for the clothes of the party. I assume they are not rich.

! REPORT
Last night I made a few attempts creating clothes from the sewing patterns I found on the web.
Unfortunately I'm far from using Blender's cloth simulator with real sewing patterns. I'm going to give it another try tonight. All this R&D made me realize a few things that maybe affect the outcome. Let's say that to use patterns as a reference in Blender, perhaps I need to pay attention to some details that due to unfamiliarity with the simulator, I could have not guessed a few days ago.
The first image is of a dress barely made on the basis of the Viking apron-dress (without the gores). The sleeves and the gussets are missing too. The apron-dresses were women's dresses worn as underwear (perhaps not only) and probably made of wool or linen in less harsh climates (if any vikings existed in less harsh climates). The sources I'm getting this information from are: https://sca.uwaterloo.ca/mjc/sca/aprond.html and http://www.dragonlore.net/costuming/apron_dress_3gore.php for now.
The rendering is the result of different factors: angle of the shot; lights (the equirectangular map https://polyhaven.com/a/cave_wall plus a light source I added from below as if there were a campfire); the material of the dress; the configurations of Cycles. I built the material quickly with Node Wrangler loading these textures https://3dtextures.me/2022/03/19/fabric-knitted-006/ and then I improved it a bit and twicked the parameters. The model only without these details looks insignificant and unreal.

In the second image you can see the elf posed like he will be in the final image.

The project is loosely inspired by the illustration from the adventure book of the first edition of "Das Schwarze Auge" rules book.

Unfortunately I'm far from using Blender's cloth simulator with real sewing patterns. I'm going to give it another try tonight. All this R&D made me realize a few things that maybe affect the outcome. Let's say that to use patterns as a reference in Blender, perhaps I need to pay attention to some details that due to unfamiliarity with the simulator, I could have not guessed a few days ago.
The first image is of a dress barely made on the basis of the Viking apron-dress (without the gores). The sleeves and the gussets are missing too. The apron-dresses were women's dresses worn as underwear (perhaps not only) and probably made of wool or linen in less harsh climates (if any vikings existed in less harsh climates). The sources I'm getting this information from are: https://sca.uwaterloo.ca/mjc/sca/aprond.html and http://www.dragonlore.net/costuming/apron_dress_3gore.php for now.
The rendering is the result of different factors: angle of the shot; lights (the equirectangular map https://polyhaven.com/a/cave_wall plus a light source I added from below as if there were a campfire); the material of the dress; the configurations of Cycles. I built the material quickly with Node Wrangler loading these textures https://3dtextures.me/2022/03/19/fabric-knitted-006/ and then I improved it a bit and twicked the parameters. The model only without these details looks insignificant and unreal.

In the second image you can see the elf posed like he will be in the final image.

The project is loosely inspired by the illustration from the adventure book of the first edition of "Das Schwarze Auge" rules book.

! REPORT
Foxy 3D
Admin: 58,022
Sun, Dec 18, 2022Thanks, again, for sharing your WIP images. It's cool seeing the workflow. 

A little update and "errata corrige".
The errata
language barrier and a little bit of impatience (because of enthusiasm) leaded me to misunderstood what an apron-dress is actually and, unfortunately, the quite valuable sources from which I got the informations don't present any figure/image that could help me understand immediatly what the apron-dress actually is. Also translation didn't help because I am italian but in my dialect there is a specific name for apron-dress that in italian has another meaning. This is an interesting thing since "apron-dress" in italian is translated "grembiule" while in the Venetian languages and the languages influenced by it such as the Trieste dialect it is called "traversa". The funny thing is that although I am a profound lover of the Italian language this time I have been betrayed by my origins.
In conclusion the actual dress I was working on is a Viking female undertunic and I tried to make it quite accuratelly.
The update
To make Blender cloth simulator to work properly with an undertunic sewing pattern there are a number of things that require your attention.
The accuracy of the initial pieces of fabric. Modeling them with real measures is important but you should keep in mind that some things could need to be accomodated. Most tutorials, for example, use to add a sew on the top of central piece and the sleeves. This is because the loose edges that you create to connect the sewing borders of the fabric pieces are calculated by the simulator a sort of sewing threads and apply a force to pull the pieces against each other. Since force influence velocity like an acceleration I guess that more the distance and more the impact velocity also with other collision surface like the skin of the human character. This can lead to problems in accuracy of calculations and therefore errors like the dress erroneously penetrating the character surface.
On the other hand, tweaking the parameters to augment accuracy is very subtle process. It is quite easy to screw it all and eventually make Blender hanging in useless calculations.
Quality Steps: 15
Shape -> Sewing: enabled
Shape -> Max Sewing Force: 0.0 (that means: unlimited)
Collisions -> Quality: 15
Collisions -> Object Collisions: enabled
Collisions -> Object Collisions -> Distance: 0.2 cm (default units are meters in Blender so if you don't change them this value should be 0.002)
Collisions -> Object Collisions -> Impulse Clamping: 1.0
Collisions -> Self Collisions -> Distance: 0.2 cm
Collisions -> Self Collisions -> Impulse Clamping: 1.0
I also set all the Force fields weights to 0.0 except for Gravity. I don't know if it's relevant. Even "Impulse Clamping" didn't show appreciable results though I set it to try keeping things under control; but I don't know how that value actually influences the "formula". I mean: is it a distance? A velocity? A force? Or just a factor of the "Distance" parameter. All these informations are undocumented so far.
Though these are the results finally: and I find them successful since they look like what I wanted to achieve.
P.S. Weird things with no explanation at all. Frame 10 is baked and the mesh is quite simple and low poly. Though as I move to that frame Blender hang for several seconds to load it. During calculations it was stuck at frame 11 and I pressed "Canc" to cancel the computation.


The errata
language barrier and a little bit of impatience (because of enthusiasm) leaded me to misunderstood what an apron-dress is actually and, unfortunately, the quite valuable sources from which I got the informations don't present any figure/image that could help me understand immediatly what the apron-dress actually is. Also translation didn't help because I am italian but in my dialect there is a specific name for apron-dress that in italian has another meaning. This is an interesting thing since "apron-dress" in italian is translated "grembiule" while in the Venetian languages and the languages influenced by it such as the Trieste dialect it is called "traversa". The funny thing is that although I am a profound lover of the Italian language this time I have been betrayed by my origins.

In conclusion the actual dress I was working on is a Viking female undertunic and I tried to make it quite accuratelly.
The update
To make Blender cloth simulator to work properly with an undertunic sewing pattern there are a number of things that require your attention.
The accuracy of the initial pieces of fabric. Modeling them with real measures is important but you should keep in mind that some things could need to be accomodated. Most tutorials, for example, use to add a sew on the top of central piece and the sleeves. This is because the loose edges that you create to connect the sewing borders of the fabric pieces are calculated by the simulator a sort of sewing threads and apply a force to pull the pieces against each other. Since force influence velocity like an acceleration I guess that more the distance and more the impact velocity also with other collision surface like the skin of the human character. This can lead to problems in accuracy of calculations and therefore errors like the dress erroneously penetrating the character surface.
On the other hand, tweaking the parameters to augment accuracy is very subtle process. It is quite easy to screw it all and eventually make Blender hanging in useless calculations.
Quality Steps: 15
Shape -> Sewing: enabled
Shape -> Max Sewing Force: 0.0 (that means: unlimited)
Collisions -> Quality: 15
Collisions -> Object Collisions: enabled
Collisions -> Object Collisions -> Distance: 0.2 cm (default units are meters in Blender so if you don't change them this value should be 0.002)
Collisions -> Object Collisions -> Impulse Clamping: 1.0
Collisions -> Self Collisions -> Distance: 0.2 cm
Collisions -> Self Collisions -> Impulse Clamping: 1.0
I also set all the Force fields weights to 0.0 except for Gravity. I don't know if it's relevant. Even "Impulse Clamping" didn't show appreciable results though I set it to try keeping things under control; but I don't know how that value actually influences the "formula". I mean: is it a distance? A velocity? A force? Or just a factor of the "Distance" parameter. All these informations are undocumented so far.
Though these are the results finally: and I find them successful since they look like what I wanted to achieve.
P.S. Weird things with no explanation at all. Frame 10 is baked and the mesh is quite simple and low poly. Though as I move to that frame Blender hang for several seconds to load it. During calculations it was stuck at frame 11 and I pressed "Canc" to cancel the computation.


! REPORT
Late night update.
I found the way. Not easy. Though this is getting close to what I need: a good base to eventually generate series with subtle modifications to wear all the customers in the inn. Mesh can be easily adjusted witn modeling and/or sculpting after getting a good simulation.
This is a fine tuning of the previous one settings + modeling + sculpting.

I found the way. Not easy. Though this is getting close to what I need: a good base to eventually generate series with subtle modifications to wear all the customers in the inn. Mesh can be easily adjusted witn modeling and/or sculpting after getting a good simulation.
This is a fine tuning of the previous one settings + modeling + sculpting.

! REPORT
If you want fire use fire!
While I am making progresses in modeling the clothes and accessories for the characters, I experiment different things. While reflecting about lighting in the inn basically generated by fire and candles, apart from the light comign from the main door (that will be visible and open) and windows transmitting a cold light, I thought that a simple light cannot resemble the light of a fire. That lead me to the conclusion tha I have to use a texture.
The fire image comes from Wikicommons
; the leather and the wool from ambientCG https://ambientCG.com/a/Leather033A, https://ambientCG.com/a/Fabric032. The character is Michael 5 Hero version for Genesis. Though I will probably modify his appearance.
For both materials I played a little bit to add some features. The leather texture was too perfect (and boring) so I added a low frequency layer of noise to the normal map. The wool is a bit more transparent than the original one.
The behavior of cloth simulator is still a mistery to me. In this case to get this shirt sleeve falling down as expected I had to increase to 1 Kg the weight assigned to every vertex. The tooltip of the related field, "Vertex Mass", says "The mass of each vertex of the colth material."; while the Blender manual names the property "Mass" and the descriptions states: "The mass of the cloth material.". I also I had to lower fro 15 to 1 the stiffness properties (the ability of the fabric to resist to stretch or compression...). This makes no sense to me. Especially the "Vertex Mass": considering that the sleeve has 408 vertices it should weight 408 Kg. That warrior is very strong!



While I am making progresses in modeling the clothes and accessories for the characters, I experiment different things. While reflecting about lighting in the inn basically generated by fire and candles, apart from the light comign from the main door (that will be visible and open) and windows transmitting a cold light, I thought that a simple light cannot resemble the light of a fire. That lead me to the conclusion tha I have to use a texture.
The fire image comes from Wikicommons

For both materials I played a little bit to add some features. The leather texture was too perfect (and boring) so I added a low frequency layer of noise to the normal map. The wool is a bit more transparent than the original one.
The behavior of cloth simulator is still a mistery to me. In this case to get this shirt sleeve falling down as expected I had to increase to 1 Kg the weight assigned to every vertex. The tooltip of the related field, "Vertex Mass", says "The mass of each vertex of the colth material."; while the Blender manual names the property "Mass" and the descriptions states: "The mass of the cloth material.". I also I had to lower fro 15 to 1 the stiffness properties (the ability of the fabric to resist to stretch or compression...). This makes no sense to me. Especially the "Vertex Mass": considering that the sleeve has 408 vertices it should weight 408 Kg. That warrior is very strong!



! REPORT
Aaaaah, ma non sapevo che ci fosse un altro italiano qui! Piacere!
...
Non so se leggerai mai questo commento, ma m'ha fatto davvero piacere trovare qualcuno non anglofono :'
In ogni caso, mi dispiace che questo progetto sia rimasto incompiuto, pareva molto figo -almeno, rispetto alla media delle proposte a questo contest...
Per questo tuo thread me lo salvo: devo cominciare a studiare seriamente Blender e i tuoi commenti possono essere ottimi spunti.
PS. Adoro l'errore dovuto al dialetto, trovo sempre molto curioso come i dialetti di una regione possano entrare cos nel quotidiano.
...
Non so se leggerai mai questo commento, ma m'ha fatto davvero piacere trovare qualcuno non anglofono :'
In ogni caso, mi dispiace che questo progetto sia rimasto incompiuto, pareva molto figo -almeno, rispetto alla media delle proposte a questo contest...
Per questo tuo thread me lo salvo: devo cominciare a studiare seriamente Blender e i tuoi commenti possono essere ottimi spunti.
PS. Adoro l'errore dovuto al dialetto, trovo sempre molto curioso come i dialetti di una regione possano entrare cos nel quotidiano.
! REPORT
endersaka
Karma: 231
Fri, Jun 30, 2023Qualche mese dopo ma ti rispondo.
Purtroppo ho avuto degli imprevisti personali e praticamente non ho pi potuto continuare. Non sono molto attivo nelle comunit 2D o 3D che siano, sia di Blender che di altri prodotti. Ma tecnicamente sono presente in un sacco di luoghi. Il mio profilo pi attivo al momento quello di Instagram. Se vuoi mi trovi facilmente perch anche li il mio username endersaka.
Sono presente con lo stesso username (o eventualmente ender.saka) su molti social e communities: DevianArt, ArtStation, BlenderArtists e molti altri. Ma a malapena riesco a seguirli. Forse quello dove sono un pelino pi attivo DeviantArt ma la scarsezza di feedback mi porta un po' a snobbarlo. Probabilmente non ho gran seguito a causa del mio stile di disegno un po' old style (gi molti anni fa avevo visto che col digitale era cambiato tutto: oggi un bozzetto a matita non se lo fila nessuno, se non si fa un dipinto digitale super patinato praticamente non si esiste) e forse anche alla bassa frequenza con cui pubblico. Fatto sta che con una simile frequenza a quella con cui pubblicavo anni fa su DeviantArt, Instagram oggi mi da pi soddisfazione.
L'occasione di essere un po' attivo qui venuta col contest. Era una scusa per progredire un po' sapevo gi di non essere certo di riuscire a finire quindi era una partecipazione sportiva. Ho scelto di lavorare su un progetto complesso perch volevo fare qualcosa dove potevo buttare tutte le mie conoscenze e impararne di nuove anche se ho corso appunto il rischio di non completare.
Devo dire che comunque le community basate su un forum vanno verso l'estinzione ad eccezzione di qualche grande successo come BlenderArtists. Ma anche quello, io non ci entro praticamente pi, perch se mi serve la risposta a un quesito meglio StackExchange.
Comunque se vuoi ci vediamo in giro su uno di questi canali. Qui penso sia pi difficile. Sono qui perch sto facendo shopping nel marketplace di RenderHub.
Purtroppo ho avuto degli imprevisti personali e praticamente non ho pi potuto continuare. Non sono molto attivo nelle comunit 2D o 3D che siano, sia di Blender che di altri prodotti. Ma tecnicamente sono presente in un sacco di luoghi. Il mio profilo pi attivo al momento quello di Instagram. Se vuoi mi trovi facilmente perch anche li il mio username endersaka.
Sono presente con lo stesso username (o eventualmente ender.saka) su molti social e communities: DevianArt, ArtStation, BlenderArtists e molti altri. Ma a malapena riesco a seguirli. Forse quello dove sono un pelino pi attivo DeviantArt ma la scarsezza di feedback mi porta un po' a snobbarlo. Probabilmente non ho gran seguito a causa del mio stile di disegno un po' old style (gi molti anni fa avevo visto che col digitale era cambiato tutto: oggi un bozzetto a matita non se lo fila nessuno, se non si fa un dipinto digitale super patinato praticamente non si esiste) e forse anche alla bassa frequenza con cui pubblico. Fatto sta che con una simile frequenza a quella con cui pubblicavo anni fa su DeviantArt, Instagram oggi mi da pi soddisfazione.
L'occasione di essere un po' attivo qui venuta col contest. Era una scusa per progredire un po' sapevo gi di non essere certo di riuscire a finire quindi era una partecipazione sportiva. Ho scelto di lavorare su un progetto complesso perch volevo fare qualcosa dove potevo buttare tutte le mie conoscenze e impararne di nuove anche se ho corso appunto il rischio di non completare.
Devo dire che comunque le community basate su un forum vanno verso l'estinzione ad eccezzione di qualche grande successo come BlenderArtists. Ma anche quello, io non ci entro praticamente pi, perch se mi serve la risposta a un quesito meglio StackExchange.
Comunque se vuoi ci vediamo in giro su uno di questi canali. Qui penso sia pi difficile. Sono qui perch sto facendo shopping nel marketplace di RenderHub.