Production pipeline : Google Sketchup + Kerkythea + CubicPanoOut.rb + Panorama3D

Started by Monsieur OUXX, Tue 15/03/2011 10:26:35

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Monsieur OUXX

The point here is to present the best compromise between speed and quality, for those who're too scared of (or can't afford) 3D programs and/or Photoshop.

- Google Sketchup for the super quick and user-friendly modelling
- Kerkythea for the photo-realistic rendering (fully integrated to SketchUp)
- CubicPanoOut.rb for the panorama generation (also easily integrated into SketchUp

BOOM! There you go, a fully-featured production pipeline to start creating loads of cool panoramas for the Panorama3D module/plugin. All of it very fast and very easily.

 

Babar

You say this from experience? Have you done this?

Got some output you can show? I'm curious about how viable a production pipeline this is! :D


EDIT: I thought you were speaking of game backgrounds in general. Oh well.
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mode7

I actually is very fast
I think what most people hinders from making 3d panorama games is the problem of making good looking characters (or making characters at all) and the restrictions that come with the panorama plugin.

My production pipeline is similar, but im not using kerkythea but vue and manually doing the camera postions for the panorama.

Here's a simple example.


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As I demonstrated before, you can also use that for doing general BGs


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Monsieur OUXX

Quote from: Babar on Tue 15/03/2011 11:47:43
I thought you were speaking of game backgrounds in general. Oh well.

I was! If you disregard the "Panorama3D" bit, it's still good to know that you can combine Sketchup with powerful renderers. I haven't tested it, though, I just thought it'd be interesting for the community. But it shouldn't be too difficult, as so many renderers flourish, and they all have this is common : they try to be simple to use.
 

Wyz

Hey thanks for the info, I've been looking for a renderer for Sketchup for I while now. I'm also going to try the panorama generator. :D
Life is like an adventure without the pixel hunts.

LimpingFish

Great idea for SketchUp users. :)

Like I've said before, rendering for the Panorama Module - regardless of package - is fairly simple once you remember to:

Set your camera's Focal Length to 45* and its Aperture Width to 90*, giving you an overall Field of View of 90*. Then just render your images in a 1:1 ratio (320x320, 640x640, etc).
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Derrick Freeland

You sir, are awesome.  These are some excellent resources.  Thanks for posting them. :=

Anian

Hmm, the pano plugin doesn't seem to be working in my SU8, apparently it was made for 6, that might be the problem.
But just out fo curiosity, what does it actually do that you can combine it with Kerkythea?

And wow mode, that looks real slick.

And thanks for the tip, Limping.

Still there's a bit of a problem with integrating sprites so they fit in nicely with SU renders and I know a lot of people use Poser stuff, but honestly, those sprites usually make me sick and I am yet to see one that doesn't look like was made in Poser. I'd think more people would use the body as guide to draw over it or something instead of using them in raw.
I don't want the world, I just want your half

Monsieur OUXX

Quote from: anian on Wed 16/03/2011 00:14:30
those Poser sprites usually make me sick and I am yet to see one that doesn't look like was made in Poser. I'd think more people would use the body as guide to draw over it or something instead of using them in raw.

+1
Or, to be fair, I'm pretty sure there must be ways with Poser to make characters look less artificial and more original. I suspect the lack of knowledge regarding materials has a lot to do with it (the characters look like plastic toys). Also, the systematic choice of stereotypical bodies is a disaster (girls with big boobs, guys with muscles, etc.)


Quote from: anian on Wed 16/03/2011 00:14:30
the pano plugin doesn't seem to be working in my SU8, apparently it was made for 6

Well as I said I haven't tested -- but I was more excited by the renderers. I had no idea there were renderers for Sketchup, I thought I'd share the joy.
 

Anian

Well I've been looking at some stills made in Poser, sort of pin ups and even on their website etc., and although it does look better, it still is evident it's from Poser. The problem is due to rendering and the fact that most people don't try to get to know the software before doing anything, and as you said, stereotypical bodies don't help the cause. Basically, from the official gallery, there are only stills there and it seems like most time is spent on trying to hide the fact that it was made in Poser.  ;D

There is a software named Makehuman, where you can set up and get a naked human model as 3d, it kind of saves the trouble of making it from scratch in say 3dsmax, so you just put bones and then animate, but I haven't tried doing anything with it and the pipeline was a bit messy.

Oh, and yes there's also a free renderer Indigo (which is similar to Ker, and intergrated into SU so it's simple to use) and IDX (this one is actually not fully free, but the free version is maxed at 640x480 resolution, otherwise it's a full program, it has a different UI but I guess it might be easier if starting out).

EDIT: I just checked, Indigo is not free anymore, you can use it with resolution limit and a watermark, bloody hell
I don't want the world, I just want your half

Monsieur OUXX

Quote from: mode7 on Tue 15/03/2011 13:06:22
My production pipeline is similar, butI'm not using kerkythea but vue

Your backgrounds look really cool. How do you reach that level of realism with those basic meshes and textures? Is it all the renderer's work? Or do you use some specific shader? Or you spend a lot of time on lighting? etc.?
 


mode7

Quote from: Ouxxey_games on Wed 16/03/2011 12:24:17
Quote from: mode7 on Tue 15/03/2011 13:06:22
My production pipeline is similar, butI'm not using kerkythea but vue

Your backgrounds look really cool. How do you reach that level of realism with those basic meshes and textures? Is it all the renderer's work? Or do you use some specific shader? Or you spend a lot of time on lighting? etc.?


Well you need a little patience to fiddle around with vues render setting. Basically these pictures are rendered with full radiosity with a 0.5 negative light gain and a brownish light color. On top of that I add a blue skydome light with a high gain which makes the shadows look more realistic in the street scene. Render times suck though cause these are kind of overkill settings.

About the poser characters: There are some customizations to prevent making chars look like poser: Use the faceroom, use custom clothes, don't use the poser render.
Leads to some neat results but also means fighting a lot of exporters and having to deal with incompatibilites and bugs. Its not really fun.

LimpingFish

Poser is a minefield. Thread carefully. And realistic lighting and skin is your best friend.
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mode7

Totally agree, there are so much things that can go wrong. To be honest it gives me nightmares - even when you get some nice results you always have the feeling you barely made it.

Anyway this really extends poser capabilities cause its easy to make clothes:
http://www.marvelousdesigner.com/
well its overpriced and seems unfinished but still a cool approach. I'd succeed in doing dynamic clothes - try to do conforming - if you dare.



cosmicr

mode7 did you pay for vue? I see they have a free version, but you need to pay for the import modules etc.

mode7

The biggest problem with the "pioneer" version. Is, that it adds a logo to all renders. You at least need the render up package which is 69$

Well I'm sure there are ways to get a similar quality with freeware tools

Anian

This is with intergrated VRay plugin (as you can see it's WiP, mainly because I'm trying to coordinate colors so the whole scene is not so yellowish), 2-3 items are from Google warehouse, which really sometimes helps a lot
 

p.s. inspired by a scene from here http://www.adventuregamestudio.co.uk/yabb/index.php?topic=42708.0
I don't want the world, I just want your half

mode7

Awesome stuff anian! I like it a lot. Hopefully people will use this more in future.

I think EVERYONE will be able to do good looking BGs in sketchup using the available ressources!
I really mean everyone, maybe not as good looking as these, but at least a lot better than you could do with paint!!

Anian

Thanks mode.

So here are a couple of tuts with combination of Kerkythea and Sketchup, from materials, lights and so on LINK.
There's a link there (or find it on the net) for 2 pdf files - GoogleSketchUp FastStart4Architects and Kerkythea Material Editor Guide by mr. Yeganegi, both good for understanding rendering, even if you don't end up using Kerkythea, most renderers work on some basic principles and have some basic options (like camera settings, HDR options, bump maps etc.) so you'll probably use the info elsewhere.
I don't want the world, I just want your half

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