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Mick HAzelgrove wrote:
> superb textures could you tell us a little about how you go about creating
> them?
Considering the reaction I got to my last use of imagemaps, I'm a little scared
to :)
The jetengines are cylindrically image and bump mapped, with a texture I found
at http://v2.scifi-art.com/asp/
The finish makes them look good:
finish
{
ambient 0.0
phong 0.417233
phong_size 7.946667
specular 0.064733
irid
{
0.1
thickness 0.1
turbulence <1.0, 1.0, 1.0>
}
}
The inner engine cones are essentially the same texture, only with a nearly
uniform pigment (slight variation in granite), slight normal (again, granite),
and reflection.
The main ship hull is more complex. It is a bozo texture map, made of two
different layered textures. The first is the same imagemap as the engines,
overlayed with yellow and black stripes, from a radial pigment. It also uses the
same bump map. This texture has the finish:
finish
{
ambient 0.0
brilliance 2.0
phong 0.3453
specular 0.294933
irid
{
0.15
thickness 0.2
turbulence <1.0, 1.0, 1.0>
}
}
The other texture in the bozo texturemap is idential, except for dirtier looking
yellows, and lower phong/specular values. I find that this technique works very
well for metals, giving it the appearance of use.
The window is:
material // Blue Window
{
texture
{
pigment
{
color rgb <0.217, 0.235468, 0.3038>
}
normal
{
bozo , 0.05
scale 0.3
}
finish
{
ambient 0.0
brilliance 3.0
phong 0.8417
phong_size 48.343333
specular 0.431633
roughness 0.030067
metallic 0.2
reflection 0.2
irid
{
0.1
thickness 0.2
turbulence <1.0, 1.0, 1.0>
}
}
}
}
And that's basically it! If there is anything to be learned from all this, it's
that brilliance makes for good metals, variable finishes make things look used,
and iridescence is always handy.
Simon
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