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i'd be interested in texture tutorials. if you find my xwing posts in
this group, you can see i'm not having too much trouble with modelling
complex things, but textures...
any suggestions for accurate battle damage would be appreciated if you
know how.
Jeff Lee wrote:
>
> ryan constantine <rco### [at] yahoocom> wrote:
> >
> > was this done in pov?
>
> Yes; my own compile for OS/2, but using the official Linux 3.1g sources.
>
> > what did you use for textures?
>
> It's all texture{} statements.
>
> > have you attempted the iris or the gate effects?
>
> It is capable of producing the rippling "water" effect, but I haven't
> added in the iris or worked on the "whoosh" yet. (All the chevrons are
> independently animatable and lightable, and of course the glyph ring
> turns. It can also be set to resemble the prop from the original movie,
> which was slightly different from the one on the TV series.)
>
> > by the way, aren't you the guy that did the fabulous original enterprise
> > (orbit.pov)?
>
> Yeah, that was me, thanks for remembering it. My Enterprise model is
> currently under revision, because the blueprints I worked from weren't
> entirely accurate in places, and it will soon (I hope) be joined by a
> Klingon D7.
>
> > i don't think you post very often do you?
>
> Not really, no; I have to juggle 3D work with a whole bunch of other
> hobbies. If I can put together one really nice image that I'm happy
> with every few months, I consider myself lucky.
>
> > how long does it take you to do a project?
>
> Depends on the scope. In this case, the Stargate itself took about two
> weeks, and the reproduction of the set took about a month and a half,
> whenever I could squeeze in a couple of hours at night.
>
> > i'd be interested to know some of your texturing methods (modelling
> > isn't a problem).
>
> Any textures in particular? What I seem to be doing most frequently is
> to create a "clean" and "dirty" version of a particular texture, and
> then make a bozo composite of the two, adding turbulence and raising the
> omega and lambda, then scaling the resulting texture between 2-5 times
> longer in the Y direction, depending on how "streaky" I want it to look.
>
> --
> Jeff Lee shi### [at] gatenet http://www.gate.net/~shipbrk/
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