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Well all I can say is that your textures are a vast improvement on those in
that site. If image maps work use em that's what I say! (but not fer clouds)
;)
Mick
"Simon de Vet" <sde### [at] istarca> wrote in message
news:39AD3B33.6AA0E164@istar.ca...
>
>
> 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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