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Hello Again,
I'm trying to give it a more *worn-out* look, does anyone have any
suggestions? I also added some ship-like position lights, and I've still not
started to work on the background, but I think its gonna be some kind of
midnight/desert theme.
f00
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Again, forgot the pic 8-)
f00
"f00" <f00### [at] freenet de> schrieb im Newsbeitrag
news:3d57ee8a@news.povray.org...
> Hello Again,
>
> I'm trying to give it a more *worn-out* look, does anyone have any
> suggestions? I also added some ship-like position lights, and I've still
not
> started to work on the background, but I think its gonna be some kind of
> midnight/desert theme.
>
> f00
>
>
Post a reply to this message
Attachments:
Download 'Mech_WIP.jpg' (69 KB)
Preview of image 'Mech_WIP.jpg'
![Mech_WIP.jpg](/povray.binaries.images/attachment/%3C3d57eeef%40news.povray.org%3E/Mech_WIP.jpg?ttop=443840&toff=8900&preview=1)
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Agree. It could use a been-in-battle look. Right now it looks more
like a mech on LSD or something.. ;)
I'm a Moray user so I don't know if the same textures exists in
Povray but I've got some rusty iron textures that look quite good
if you tweak them a little.
Another way is to use imagemaps.
The modelling is coming along good. Keep it up.
/Stefan
"f00" <f00### [at] freenet de> wrote in message news:3d57eeef@news.povray.org...
> Again, forgot the pic 8-)
>
> f00
>
> "f00" <f00### [at] freenet de> schrieb im Newsbeitrag
> news:3d57ee8a@news.povray.org...
> > Hello Again,
> >
> > I'm trying to give it a more *worn-out* look, does anyone have any
> > suggestions? I also added some ship-like position lights, and I've still
> not
> > started to work on the background, but I think its gonna be some kind of
> > midnight/desert theme.
> >
> > f00
> >
> >
>
>
>
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The first thing I'd say to you is that it looks too uniform. It looks
like you have one union, and the texture assigned to the whole thing.
Try subdeviding it, and applying the texture seperatly, maybe even
having slight differences in the texture applied to the left arm, say,
as opposed to the right leg.
Also, your texture is too shiny... play with the settings and see if you
can get a more matte surface.
Maybe a spot of bondo or two?
Some rust?
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"Dawn McKnight" <blu### [at] mac com> schrieb im Newsbeitrag
news:3D5### [at] mac com...
> The first thing I'd say to you is that it looks too uniform. It looks
> like you have one union, and the texture assigned to the whole thing.
Actually, I build the whole structure step-by-step, by now its about 26
previously declared objects with loads of CSG at about 1600 lines of code,
and I'm starting to get confused ;-)
> Try subdeviding it, and applying the texture seperatly, maybe even
> having slight differences in the texture applied to the left arm, say,
> as opposed to the right leg.
I had something like this in mind, thanks anyway, I'll post another pic with
some of those alterations later, as right now I try to add some more details
to the model rather than mess with the texture to much.
>
> Also, your texture is too shiny... play with the settings and see if you
> can get a more matte surface.
>
I'll try to reduce this, thx
> Maybe a spot of bondo or two?
>
What is "bondo" ? not the same as "phong" I guess ?!
> Some rust?
I have not figured out yet how to make a camouflage texture with some rusty
areas /spots in it, I think that woud be nice. Any suggestions ?
>
Anyway, thanks alot for the response,
f00
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>I had something like this in mind, thanks anyway, I'll post another pic with
>some of those alterations later, as right now I try to add some more details
>to the model rather than mess with the texture to much.
>
Sometimes, the right texture can make all the difference. Dropping a
color map, a bump map, or even an image map onto a metalic texture can
change the whole look of an object.
>What is "bondo" ? not the same as "phong" I guess ?!
>
/laugh/
Bondo is a putty compound used to fill dents and dings on automobiles.
When it's sanded, primed, and painted, it looks the same as any other
surface... but in the American South, you often see good ol' boys
driving around in old jalopys with either spots of raw bondo, or sanded
and primed, but not painted bondo.
I figure, if a 'mech got into a dust-up, got some dings on it, the
maintenance boys'd probably use something like bondo... and if they mech
had to go out again the next day, they might not have time to paint it
before it went out.
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Well this is somrthing about your request on a camouflage texture.
I came up with this texture while I was making some experiments on a texture
that someone posted here in this news group.
(It was a texture used in the ground, but I can't remember the name of the
author.)
So while playing with its values I achieved this texture. Its no big deal
but its a starting point.
Best regards.
teste04.pov-----------------------------------------------------------------
-------------------
// Persistence of Vision Ray Tracer Scene Description File
// File: teste04.pov
// Vers: 3.5
// Desc: Camouflage like texture.
// Date: 2002/08/12
// +AM2 +A0.0 +R2 -J
#version 3.5;
#include "colors.inc"
// ----------------------------------------
global_settings {
assumed_gamma 1.0
max_trace_level 5
}
// ----------------------------------------
camera {
location <0.0, 01.5, -5.0>
direction 1.5*z
right x*image_width/image_height
look_at <0.0, 0.0, 0.0>
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
light_source {<0, 0, 0>
color rgb <1, 1, 1>
translate <-30, 30, -30>
}
// ----------------------------------------
plane {
y, -1
pigment {
checker
color rgb <1, 1, 1>,
color rgb <0, 0, 0>
}
}
//===========================================
#declare T1 = texture {
pigment {
cells
turbulence 1
color_map {
[0 color rgb Black]
[0.5 rgb SemiSweetChoc]
[1 rgb HuntersGreen]
}
}
}
sphere {
0.0, 1
texture { T1
//finish {
// reflection { 0.01, 0.05 }
// specular 1
// roughness 0.005
// ambient 0
//}
scale 0.25}
}
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Attachments:
Download 'teste04.jpg' (48 KB)
Preview of image 'teste04.jpg'
![teste04.jpg](/povray.binaries.images/attachment/%3C3d5841ab%40news.povray.org%3E/teste04.jpg?ttop=443840&toff=8900&preview=1)
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Thanks alot for this, I think I can make some use of it ;-) I'll post a new
WIP pic later today.
>"JPGargoyle" <jot### [at] netcabo pt> schrieb im Newsbeitrag
news:3d5841ab@news.povray.org...
> Well this is somrthing about your request on a camouflage texture.
> I came up with this texture while I was making some experiments on a
texture
> that someone posted here in this news group.
> (It was a texture used in the ground, but I can't remember the name of the
> author.)
> So while playing with its values I achieved this texture. Its no big deal
> but its a starting point.
>
> Best regards.
>
>
>
teste04.pov-----------------------------------------------------------------
> -------------------
>
> // Persistence of Vision Ray Tracer Scene Description File
> // File: teste04.pov
> // Vers: 3.5
> // Desc: Camouflage like texture.
> // Date: 2002/08/12
> // +AM2 +A0.0 +R2 -J
>
> #version 3.5;
>
> #include "colors.inc"
>
>
> // ----------------------------------------
>
> global_settings {
> assumed_gamma 1.0
> max_trace_level 5
> }
>
> // ----------------------------------------
>
> camera {
> location <0.0, 01.5, -5.0>
> direction 1.5*z
> right x*image_width/image_height
> look_at <0.0, 0.0, 0.0>
> }
>
> sky_sphere {
> pigment {
> gradient y
> color_map {
> [0.0 rgb <0.6,0.7,1.0>]
> [0.7 rgb <0.0,0.1,0.8>]
> }
> }
> }
>
> light_source {<0, 0, 0>
> color rgb <1, 1, 1>
> translate <-30, 30, -30>
> }
>
> // ----------------------------------------
>
> plane {
> y, -1
> pigment {
> checker
> color rgb <1, 1, 1>,
> color rgb <0, 0, 0>
> }
> }
>
>
>
> //===========================================
> #declare T1 = texture {
> pigment {
> cells
> turbulence 1
> color_map {
> [0 color rgb Black]
> [0.5 rgb SemiSweetChoc]
> [1 rgb HuntersGreen]
> }
> }
> }
>
> sphere {
> 0.0, 1
> texture { T1
> //finish {
> // reflection { 0.01, 0.05 }
> // specular 1
> // roughness 0.005
> // ambient 0
> //}
> scale 0.25}
> }
>
>
>
>
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f00 wrote:
>Thanks alot for this, I think I can make some use of it ;-) I'll post a new
>WIP pic later today.
>
De nada!
You are welcome :)
I am looking forward to see it.
Best regards.
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JPGargoyle wrote:
>f00 wrote:
>>Thanks alot for this, I think I can make some use of it ;-) I'll post a new
>>WIP pic later today.
>>
>
>De nada!
>You are welcome :)
>
>I am looking forward to see it.
>
>
>Best regards.
>
---------
JPGargoyle's eks is fine but u might want to try a tweak
#declare T1 = texture {
pigment {
cells
turbulence 8
color_map {
[0 color rgb Black]
[0.8 rgb SemiSweetChoc]
[1 rgb HuntersGreen]
}
}
}
like from a wet surface could look wornout and used
regard krus
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