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You used the 'disjointedness' of csg to your advantage here, providing a
'welded metal construction' look that most people attempt with texturing......
Alberto wrote:
> This is more or less the final version of my cgs fighter. Texturing was
> the most time consuming task.
>
> Although antialiasing threshold was set to .1 and depth to 4 it took
> only half an hour to render.
>
> What do you think?
>
> Alberto.
>
> ------------------------------------------------------------------------
> [Image]
Post a reply to this message
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Arthur Flint wrote:
>
> I think that it looks good.
>
Thanks.
Bob Hughes wrote:
>
> Kinda cool. A few lights would go good on it I think. ...
Could be, but by the moment I don't know where to place them.
> ...The engine nozzle
> seems almost rusty to me though, and I guess the pilot doesn't need to see
> straight ahead (instrument flying?). ...
That's becouse the pilot was aded after the ship was modeled. I'll try
to fix
that.
> ... All in all a good scene. Also, some
> wear and tear at the leading edges from particle strikes would be a great
> addition.
I agree. Though I think that will not easy to implement, I'll try it. Thank
you for your comments.
ryan constantine wrote:
>
> captain proton to the rescue!
Well,... yes. :-)
Alberto.
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Steve wrote:
>
> This looks great, expecially the texturing.
>
Thanks.
> There seems to be something wrong with the flame, more the shape than
> the colour of it.
>
Ok, I'll see what can be done.
> Thanks for sharing.
:-)
Greg M. Johnson wrote:
>
> You used the 'disjointedness' of csg to your advantage here, providing a
> 'welded metal construction' look that most people attempt with texturing......
>
Well, bellow is an image of the hull without any texture.
Alberto.
Post a reply to this message
Attachments:
Download 'hull.jpg' (4 KB)
Preview of image 'hull.jpg'
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Oops or no oops? Can't see in your image......
Alberto wrote:
> Greg M. Johnson wrote:
> >
> > You used the 'disjointedness' of csg to your advantage here, providing a
> > 'welded metal construction' look that most people attempt with texturing......
> >
> Well, bellow is an image of the hull without any texture.
>
> Alberto.
>
> ------------------------------------------------------------------------
> [Image]
Post a reply to this message
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"Greg M. Johnson" wrote:
>
> Oops or no oops? Can't see in your image......
>
I don't know what happens. I can see it with my news reader, it's a jpeg file.
Alberto.
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I can see it, but it's so small it's hard to tell if it's smooth.....
Alberto wrote:
> "Greg M. Johnson" wrote:
> >
> > Oops or no oops? Can't see in your image......
> >
> I don't know what happens. I can see it with my news reader, it's a jpeg file.
> Alberto.
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"Greg M. Johnson" wrote:
>
> I can see it, but it's so small it's hard to tell if it's smooth.....
Sorry, here is a bigger image.
Regards, Alberto.
Post a reply to this message
Attachments:
Download 'hull1.jpg' (15 KB)
Preview of image 'hull1.jpg'
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are your textures procedural? if so, i'd like a peek if that's okay.
Alberto wrote:
>
> This is more or less the final version of my cgs fighter. Texturing was
> the most time consuming task.
>
> Although antialiasing threshold was set to .1 and depth to 4 it took
> only half an hour to render.
>
> What do you think?
>
> Alberto.
>
> ------------------------------------------------------------------------
> [Image]
Post a reply to this message
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ryan constantine wrote:
>
> are your textures procedural? if so, i'd like a peek if that's okay.
>
Hi Ryan. There is no problem to share the texture.
I wanted to give the ship the aspect of a very used one.
The fringes on the hull are made with normals. They are achieved with
radial and gradient x. The granite normal takes care of a bit of bumpiness.
To get the dust, to distinct pigment were used. The first one, to draw
the horizontal dust along the hull. The second one to have broad dark areas.
This texture was inspired by an image posted by H. E. Day.
Here is the code.
#declare Metal = <.95, .95, 1>; //bluish color
#declare HullTexture =
texture{
finish{reflection .05 phong .05 phong_size 50}
normal{average
normal_map{
[1 radial .05 frequency 4 rotate 90*z]
[1 gradient x .05 translate 8*x]
[.28 granite scale<2, 1, 1>]
}
}
pigment{
average translate -6*x
pigment_map{
[.4 bozo scale <1,.01,.05>
pigment_map{
[0 gradient x
color_map{[0 rgb 1.2*Metal] [1 rgb .8*Metal]}
]
[1 rgb .8*Metal]
}
]
[.6 bozo scale <2, .25, .25>
color_map{[0 rgb .65*Metal][1 rgb .9*Metal]}
]
}
}
}
Best regards,
Alberto
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thanks
Alberto wrote:
>
> ryan constantine wrote:
> >
> > are your textures procedural? if so, i'd like a peek if that's okay.
> >
> Hi Ryan. There is no problem to share the texture.
>
> I wanted to give the ship the aspect of a very used one.
>
> The fringes on the hull are made with normals. They are achieved with
> radial and gradient x. The granite normal takes care of a bit of bumpiness.
>
> To get the dust, to distinct pigment were used. The first one, to draw
> the horizontal dust along the hull. The second one to have broad dark areas.
> This texture was inspired by an image posted by H. E. Day.
>
> Here is the code.
>
> #declare Metal = <.95, .95, 1>; //bluish color
> #declare HullTexture =
> texture{
> finish{reflection .05 phong .05 phong_size 50}
> normal{average
> normal_map{
> [1 radial .05 frequency 4 rotate 90*z]
> [1 gradient x .05 translate 8*x]
> [.28 granite scale<2, 1, 1>]
> }
> }
> pigment{
> average translate -6*x
> pigment_map{
> [.4 bozo scale <1,.01,.05>
> pigment_map{
> [0 gradient x
> color_map{[0 rgb 1.2*Metal] [1 rgb
.8*Metal]}
> ]
> [1 rgb .8*Metal]
> }
> ]
> [.6 bozo scale <2, .25, .25>
> color_map{[0 rgb .65*Metal][1 rgb .9*Metal]}
> ]
> }
> }
> }
>
> Best regards,
> Alberto
Post a reply to this message
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