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plastic bag wrinkles
Posted: 04 December 2019 07:51 PM   [ Ignore ]  
Total Posts:  16
Joined  2019-06-18

I know I’ve posted on here about this before, but I’m dissatisfied with what I’m getting on my renderings of plastic bags. Here’s an example of what I’m getting with bump and displacement maps (on the left) vs. what I’m seeing on line that I like better:

http://nort_comm.tripod.com/other/comps/testbags.jpg

Of the three I did, the one on the far left works best for me (extremely exaggerated bump map)because the client is never going to go for the wavy edge on their product (displacement map).

More importantly though, the examples on the right that I found on line look much more natural. Are these created with bump maps, modeled with polys, or is it something else?

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Posted: 04 December 2019 08:08 PM   [ Ignore ]   [ # 1 ]  
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Hi TJPaul,

I think Displacement and Bump are secondary on the examples on the right. You need to model these, especially the one in the middle. Do you have a favorite of the three? So we can look closer to this one first?

I went to my iPhone to see the image, as I do not click on anything from my “production-environment”. Please use Dropbox, Google, Amazon, Apple, or Amazon for uploads. Besides, I’m always happy to provide an upload link. Thanks.

All the best

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Posted: 04 December 2019 08:56 PM   [ Ignore ]   [ # 2 ]  
Total Posts:  16
Joined  2019-06-18

I’m responsible for rendering all three types of bags on the right but if the middle one is simplest let’s start there.

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Posted: 04 December 2019 10:18 PM   [ Ignore ]   [ # 3 ]  
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Hi TJPaul,

I do not have written anywhere that the one in the middle is the simplest. Each might have its own little challenges.

Anyway, here is an example, relatively simple. I started with a cube, deleted some polygons from it, and shaped the main element in that way.
The Object Manager> Object> Current State To Object created a polygon-based copy from it.
This copy was then placed into the two subdivision objects.
In point (while the “cube” object is selected) mode I pushed and pulled a few vertices, and the shape is as you can see it in this file
https://www.amazon.com/clouddrive/share/Un4X4oIugEtAgp4JTubDBIoeGgDGjhEtMALJtsc4vUp

Here it the “CapriSun” bag as a one minute screen-capture:
https://www.amazon.com/clouddrive/share/MqqxQlxWCkhGVOjHa2M5XjIcY0O8XKborKlYL5ysd08
I hope it shows all the steps needed. For a production-ready object, I would have used reference images, but this one I did from memory. So, just a sketch.

Cheers

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
https://www.youtube.com/user/DrSassiLA/playlists

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Posted: 05 December 2019 03:33 AM   [ Ignore ]   [ # 4 ]  
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P.S.: Here are the files 01, 11, and 21. Edited: 31

Files:
https://www.amazon.com/clouddrive/share/hJKcNoqGjbc3oWgvI8m22ZwklHOPl4m2SsfibW15nRc

File 11 was part of the screen-capture of the post above.
In file 21, I used for each point-group move a PoseMorph. In that way, any change can be adjusted. Please note that the sliders give you only 0-100%, but values can go into negative and beyond 100%.
If this is done well, you can use this in a client session and adjust quickly. Rename the Morph targets, so you know what they do.

All three images have now a sketch and some ideas. Let me know if there is anything else, I’m happy to look into it. I leave the dropbox upload link open for now.

One more, and it used the Displacer Deformer in conjunction with Fields. Please have a look at the screen capture and the file [31]:
https://www.amazon.com/clouddrive/share/MSM6T5EMTIy1bbMeOonji2xqnfokbADJaSWuTMZ0tK4

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
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