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On Sun, 05 Aug 2001 01:49:27 +0300, Kari Kivisalo wrote:
>Test with dummy plant and tank textures. I want to fit in a pump,
>wires, pipes, switch boxes and a lamp so I'm going to widen the
>image and maybe change some proportions within the scene.
>Those tanks looked pretty good 20% bigger. Plants from PlantStudio2.
>They have no colors because none of the converters can export them
>to pov mesh. 4 different species at 3 stages of growth. I wanted to
>see how the plants look before I edit about 100 textures for them.
This looks quite stunning, you need pipes between those tanks, and pipes
going from the tanks into the wall etc.
The texture of the tanks looks like fairly new paint compared with the
old weathered textures of everything else in the scene.
The plants are excelent as they are I think eventhough you say they're
all the same colour, I didn't notice that.
Nice work, keep us posted.
--
Cheers
Steve email mailto:ste### [at] zeropps uklinux net
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.zeropps.uklinux.net/
or http://start.at/zero-pps
1:30am up 22 days, 3:33, 2 users, load average: 1.02, 1.03, 1.00
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Steve wrote:
>
> The texture of the tanks looks like fairly new paint compared with the
> old weathered textures of everything else in the scene.
It's just approximate flat color to test radiosity illumination.
It's good to see how a known color changes before painting the
final texture.
_____________
Kari Kivisalo
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Thomas Lake wrote:
>
> Perhaps make the plants fall off as you move away
> from the walls,
Good idea. I tried to find the clutter macro with probability map
but couldn't find it so i made my own. I used the map to place the
plants in the visible area only to optimise polygon use. Maybe two
or more groups of plants (tall, medium, short) and a map for each
so that tall ones are close to wall etc. And LOD control too where
high detail versions are placed close to camera and low polycount
versions far away.
> It's just that the last version looked so desolate that
> the plants in this version almost seem out of place
This place has been left in the middle of the woods for close to
100 years so I think this kind of vegetation is in place :)
_____________
Kari Kivisalo
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With that much time in the woods, I would be expecting a tree in the
open space. It would have to be in deep woods with not much sunlight
to escape having some sort of heavy bush growth there. But this is based
on wooded areas I have seen in northern America, so maybe not.
Kari Kivisalo wrote:
> This place has been left in the middle of the woods for close to
> 100 years so I think this kind of vegetation is in place :)
>
> _____________
> Kari Kivisalo
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Hi,
I made a clutter macro with mulltiple probability maps. The objects placed
by the macro are textured according to their position and the results are
stored in an include file. The macro is really simple, so that you can adapt
it to your own needs. Of course, if I were you I'd go on using your own
macro (since it's more satisfactory), but if you are interested I can post
it.
Great work you're building up! Great use of h-fields and image-maps. Keep up
the good work.
JRG.
"Kari Kivisalo" <kki### [at] pp htv fi> ha scritto nel messaggio
news:3B6CAA46.1CCFDF11@pp.htv.fi...
> Thomas Lake wrote:
> >
> > Perhaps make the plants fall off as you move away
> > from the walls,
>
> Good idea. I tried to find the clutter macro with probability map
> but couldn't find it so i made my own. I used the map to place the
> plants in the visible area only to optimise polygon use. Maybe two
> or more groups of plants (tall, medium, short) and a map for each
> so that tall ones are close to wall etc. And LOD control too where
> high detail versions are placed close to camera and low polycount
> versions far away.
>
> > It's just that the last version looked so desolate that
> > the plants in this version almost seem out of place
>
> This place has been left in the middle of the woods for close to
> 100 years so I think this kind of vegetation is in place :)
>
>
> _____________
> Kari Kivisalo
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Great! The crate looks incredibly realistic. The broken glass doesn't
look that real. Myabe you should make the remaining glass cracked.
Vegetation is nice, but you could perhaps make it more interesting by
varying it a little - taller plants close to the wall and worn down in
the center.
sig
--
ICQ 74734588
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"Sigmund Kyrre Aas" wrote:
> Vegetation is nice, but you could perhaps make it more interesting by
> varying it a little - taller plants close to the wall and worn down in
> the center.
Creepers!!!! Ivy?
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BTW Brilliant work!!!
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The lower part has a hand-drawn kinda look if you ask me. I love it! :)
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IMO there should be a cracked cement ground with plants growing through
the cracks, and like people said, bigger plants near the walls and small
plants in the middle.
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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