|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
A little something I've been working on when I get frustrated with my
cloud efforts.
Modelled in Rhino and Moray, renderer time of about 3 minutes. Someone
more comfortable with blobs could probably create the thing in pure POV.
I rather like it.
Simon
Post a reply to this message
Attachments:
Download 'littlepodiso.jpg' (51 KB)
Preview of image 'littlepodiso.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Simon de Vet wrote:
>
> A little something I've been working on when I get frustrated with my
> cloud efforts.
>
> Modelled in Rhino and Moray, renderer time of about 3 minutes. Someone
> more comfortable with blobs could probably create the thing in pure POV.
>
Another photo? :o)
> I rather like it.
>
Ditto here. Esp. texturing, seems quite realistic, although IMO in a
smaller scale would be even better (but then those dents and bumps will
probably be lost).
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
superb textures could you tell us a little about how you go about creating
them?
Mick
"Simon de Vet" <sde### [at] istarca> wrote in message
news:39AD2C5D.1120F619@istar.ca...
> A little something I've been working on when I get frustrated with my
> cloud efforts.
>
> Modelled in Rhino and Moray, renderer time of about 3 minutes. Someone
> more comfortable with blobs could probably create the thing in pure POV.
>
> I rather like it.
>
>
> Simon
>
----------------------------------------------------------------------------
----
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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
>
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Nice texturing! Can we see an anim of this little fella flyin' around? :)
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
This looks good, and it would be a candidate to be
blobified.
--
Cheers
Steve email mailto:ste### [at] zeroppsuklinuxnet
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.zeropps.uklinux.net/
or http://start.at/zero-pps
4:16pm up 9 days, 20:34, 2 users, load average: 2.10, 2.15, 1.99
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
|
|