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Shay wrote:
> Preferred the old background, though. I can with the new background
> quite easily imagine an entire African scene with elephants waking
> across a misty field.
Both versions are simply intended to be artificial. I can go either
way. The darker version gives you only the highlighted areas of the
model sort of looming in the murk; the ligher version shows up the
darkened profile of the shaded part of the model also. Makes it more of
an artifact. I can go either way. I do like the expressive potential
of murk.
There is the potential for real tromp l'oeil when the shaded profile is
missing. In my youth I worked in the headworks of a gold mine quite far
north. It was a night shift job and I would stare out over the dark
tundra, caught in an internal loop of thoughts about how it was
basically trackless waste until you get to Russia,... until I'd spook
myself out. Then I would turn and there was this particular gear case
that was sort of a soft egg shape, like a human head. A steep, raking
light would fall across some dust patterns on it, and I tell ya, I'd
jump right out of my wellingtons.
If I may add, I think the angle of the light source is also significant.
The steeper angle in the first example casting deep shadows on the
upper lips and cheeks also gave the mask a certain mystery or even
psychic presence. A cheap effect, but one that always seems to work.
>
> The old texture appeared to be completely covered in tool marks. This
> has been disastrously lost in this latest version.
LOL! You know how to hurt a guy. It was precisely those tool marks,
especially the scalloping from a shallow gouge or draw-knife, that I was
trying to get! In the previous version I intersected widely scaled
dents patterns with extreme variations on the poly_wave to get that
effect. In this version I tried spotted, radial, spiral, cosines (Jaime
uses cosines for his water far as I can tell),...I had some better
success with intersecting gradients but I finally returned to the trusty
crackle pattern modified with form <1,.3,0>. In the museum there are
some surfaces that look more like POV crackle than they do like carved
surfaces. So in theory it should work. I think the problem might be
that I was trying for the extreme shallowness of the tool marks in the
photo reference rather than something deeper and more obvious.
I theory, I should also have improved on the random surface marking with
some varied but classic use of the dents pattern. The finer texture
effects you are seeing in the earlier version is mostly a dense wood
pattern, with quite a lot of turbulence, faintly averaged into the
overall normal.
Oh well, life in the lower strata. ;) Thanks for keeping me honest.
I was up until maybe five this morning, Poving of course, then was
wakened by a call from a temping agency around 9:30. Fish the turtles
out of the bath tub, wash and on with the interview suit, down there by
10:30 only to be told that the recruiter had made a 'mistake' calling me
in. I think I was being told that they'd really meant to loose my
resume but this newbie didn't know that.
It's a brand new day :)
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