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Wall, window frame & windows are HFs. Fan is a Rhino mesh. All textures
are photos or hand made. Image in sRGB. Very low quality radiosity.
_____________
Kari Kivisalo
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Attachments:
Download 'scene1.jpg' (110 KB)
Preview of image 'scene1.jpg'
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Kari Kivisalo wrote:
>
> Wall, window frame & windows are HFs. Fan is a Rhino mesh. All textures
> are photos or hand made. Image in sRGB. Very low quality radiosity.
>
> _____________
> Kari Kivisalo
>
> ------------------------------------------------------------------------
> [Image]
Very, very, very, impressive. I'd put a little dirt build up against
the wall, but that's just me. It looks picture-perfect as it is.
Before being reincarnated as a heightfield, what was the window-frame?
CSG?, mesh?, Paintbrush doodle?
--
Francois Labreque | Unfortunately, there's no such thing as a snooze
flabreque | button on a cat who wants breakfast.
@ | - Unattributed quote from rec.humor.funny
videotron.ca
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good idea for the broken glass as a height field. I like the image. the only
thing would be to make the line where the bricks touch the ground less
distinct. it's too straight and clean i think.
nice work.
ross
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Kari Kivisalo wrote:
>
> Wall, window frame & windows are HFs. Fan is a Rhino mesh. All textures
> are photos or hand made. Image in sRGB. Very low quality radiosity.
>
Very nice, but how dare you make a glass without reflection. Now just use
bump maps instead of heightfields and it will start to look like one of
those uncharitable scanline renders.
scnr.
Is the window frame texture image mapped or procedural?
Some more dirt and waste on the ground would look appropriate here, maybe
some rotten wood or old machine parts.
Christoph
--
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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"Christoph Hormann" <chr### [at] gmxde> wrote :
>
> Very nice, but how dare you make a glass without reflection.
I assumed that it was screen because glass can't break in the middle
like that did.
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Bill DeWitt wrote:
>
> I assumed that it was screen because glass can't break in the middle
> like that did.
http://www.pp.htv.fi/kkivisal/window.jpg
_____________
Kari Kivisalo
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Francois Labreque wrote:
> I'd put a little dirt build up against
> the wall, but that's just me.
Already in TODO list.
> Before being reincarnated as a heightfield, what was the window-frame?
I painted the HF directly in Photoshop. I could have done more complex
shape but the current one works too.
_____________
Kari Kivisalo
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Ross Litscher wrote:
>
> the only
> thing would be to make the line where the bricks touch the ground less
> distinct.
I'm going to put a cement base there and all kinds of junk and maybe
grass, moss etc.
_____________
Kari Kivisalo
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Christoph Hormann wrote:
>
> Very nice, but how dare you make a glass without reflection.
There is 10% reflection. There isn't much in the scene to reflect
so a realistic 30% reflection doesn't look that hot.
> Is the window frame texture image mapped or procedural?
It's edited from three textures.
> Some more dirt and waste on the ground would look appropriate here, maybe
> some rotten wood or old machine parts.
I have been collecting various machine parts and junk for weeks. And of
course some nice wood, ground and metal textures too :)
_____________
Kari Kivisalo
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"Kari Kivisalo" <kki### [at] pphtvfi> wrote in message
news:3B5F0125.5761E169@pp.htv.fi...
> Bill DeWitt wrote:
> >
> > I assumed that it was screen because glass can't break in the middle
> > like that did.
>
> http://www.pp.htv.fi/kkivisal/window.jpg
Amazing. It looks very much like yours. My experience is that glass,
when it breaks, sends fracture lines all the way to the edge unless it is
deformed as in a bullet hole (or like row 2 column 5). While the glass in
the jpg may actually be fractured all the way to the edges, the one in row 6
column 5 doesn't show that very well so I will excuse it that yours does
either.
BTW, other than that, and the lack of junque, it is very good so far.
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