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the front of the body is finished. i need to do the sides, back,
bottom, and legs. the head is mostly done. the problem i was having
before was with multiple layers of pigment maps and their finishes.
finishes seem to add or multiply together and so the bottom layer was
outrageously bright. what i ended up doing was making the head (a
sphere) hollow and putting a light and a camera inside. then, using
megapov's spherical_camera and a 2:1 ratio, i made an image map of the
sphere. after flipping along the axes, i used this image as a material
map, wrapping the original sphere (after taking the original
pigment-map-multi-layered-texture off). next step is to use the same
image as a bump map since the blue areas are supposed to be slightly
recessed along the edges. could someone refresh my memory; is black or
white the recessed color in a bump map? that would mean the opposite
color sticks out right? i'm still not satisfied with the blue or the
aluminum. in the final version, i will be adding blurred reflection (a
la megapov) to both, and my tests show it helps a lot. wish me luck.
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ryan constantine wrote:
>
>
> ------------------------------------------------------------------------
> [Image]
I think you should fail kindergarden. You're colouring past the
edges...:)
--
Francois Labreque | Unfortunately, there's no such thing as a snooze
flabreq | button on a cat who wants breakfast.
@ | - Unattributed quote from rec.humor.funny
attglobal.net
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Preview of image 'r2d2.jpg'
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Nice! Very good, I mean.
But...(Always a but)
I think your aluminium is too bright...
And too reflective (the blue parts on the body)
> recessed along the edges. could someone refresh my memory; is black or
> white the recessed color in a bump map? that would mean the opposite
Doesn't really matter. I mean: if you make a bump_map that doesn't look
right ('inside out'), just make the bump_size negative.
But I think black is down, white is up. (If you use use_color, that is)
And what about that blue part sticking out of the left of the head? Media?
Motion_blur? Variable reflection?
ZK
http://www.povplace.be.tf
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actually the blue part 'sticking out' isn't. there is a fill light a
ways behind and to the left of the model and lights that edge just a
little. that causes a sharper light to shadow transition. i forgot it
was in the scene. i had put the light in because i was moving the
camera around for test renders.
Zeger Knaepen wrote:
>
> Nice! Very good, I mean.
> But...(Always a but)
> I think your aluminium is too bright...
> And too reflective (the blue parts on the body)
>
> > recessed along the edges. could someone refresh my memory; is black or
> > white the recessed color in a bump map? that would mean the opposite
> Doesn't really matter. I mean: if you make a bump_map that doesn't look
> right ('inside out'), just make the bump_size negative.
> But I think black is down, white is up. (If you use use_color, that is)
> And what about that blue part sticking out of the left of the head? Media?
> Motion_blur? Variable reflection?
>
> ZK
> http://www.povplace.be.tf
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> I think you should fail kindergarden. You're colouring past the
> edges...:)
i don't get it. if you mean the left edge, check my other reply. if
not, what do you mean?
Post a reply to this message
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ryan constantine wrote:
>
> > I think you should fail kindergarden. You're colouring past the
> > edges...:)
>
> i don't get it. if you mean the left edge, check my other reply. if
> not, what do you mean?
Yes I did mean the left edge. After reading your other reply, I retract
my statement. Expect an official apology from my lawyers first thing in
the morning.
--
Francois Labreque | Unfortunately, there's no such thing as a snooze
flabreq | button on a cat who wants breakfast.
@ | - Unattributed quote from rec.humor.funny
attglobal.net
Post a reply to this message
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