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I've now changed things so that each greeble unit is assigned a random
texture taken from a texture_map instead of a random pigment from a
colour_map. This allows the larger greeble units to look less bland.
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Attachments:
Download 'GreebleShip2.jpg' (151 KB)
Preview of image 'GreebleShip2.jpg'
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Mike Williams wrote:
> I've now changed things so that each greeble unit is assigned a random
> texture taken from a texture_map instead of a random pigment from a
> colour_map. This allows the larger greeble units to look less bland.
While impressive, perhaps a marble-like texture is not the best
approach? It starts to look like a greebled bathroom fixture. :-)
--
Darren New / San Diego, CA, USA (PST)
My Bath Fu is strong, as I have
studied under the Showerin' Monks.
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Good work.
If I look to space images (Space Shuttle, satelites, etc.), I always
recognize a very strong contrast value (due the lack of an atmosphere). You
can simulate that by multiplying the light's color, somehow like that:
light_source
{
< -1000.0, 1000.0, -1000.0 >
color rgb < 1.0, 1.0, 1.0 > *5
}
This will brighten the lighted sides, and increases the contrast. Maybe, in
addition, you can experiment with the Gamma value of the entire scene.
Go on with your experiments. Maybe, who knows, it is ending in macros for
side, front and top/bottom greebles which many of us can use.
Greetings,
Sven
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Darren New wrote:
> While impressive, perhaps a marble-like texture is not the best
> approach? It starts to look like a greebled bathroom fixture. :-)
"Man, the Imperial Navy's really gone to the toilet recently..."
Regards,
John
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Mike Williams wrote:
> I've now changed things so that each greeble unit is assigned a random
> texture taken from a texture_map instead of a random pigment from a
> colour_map. This allows the larger greeble units to look less bland.
>
>
>
>
Coming along nicely. I think your critics are missing that you are in
test mode. Still, it would be interesting to see what this could do
with some full dress, ominous, stalk-starwars, space-metal, textures and
starker space-lighting. -Jim
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10 years later...
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