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This is the second iteration of a project I started a while ago. Its been
on hiatus for a few months for a variety of reasons but I am back and the
modeling is just about complete, there is at least two errors to correct
and maybe a few details left to add. But before I call it "done" I want to
create a really great texture. I am looking at the surfaces of the
Necromonger machines (Chronicles of Riddick) for inspiration (namely some
areas of the surface are reflective but other parts that are
tarnished/corroded are not) but so far I haven't had much luck. Any advice
or pointers would be appreciated :)
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Hi Dustin,
Great modelling! Really awesome!
For my curiosity, which modeller (if any) did you use?
For the texture effect you want to achieve, I am not an expert but (if you
have not tried yet) I would advise to use a standard POV layered texture,
with a reflective lower layer texture and a partially transparent upper
layer texture. On this principle, it works, but I have not tried to make
something realistic with it. Sorry I can't help you more...
Xavier
web.41f1682b3e18f211b02b909c0@news.povray.org...
> This is the second iteration of a project I started a while ago. Its been
> on hiatus for a few months for a variety of reasons but I am back and the
> modeling is just about complete, there is at least two errors to correct
> and maybe a few details left to add. But before I call it "done" I want
to
> create a really great texture. I am looking at the surfaces of the
> Necromonger machines (Chronicles of Riddick) for inspiration (namely some
> areas of the surface are reflective but other parts that are
> tarnished/corroded are not) but so far I haven't had much luck. Any
advice
> or pointers would be appreciated :)
Post a reply to this message
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"Dustin" <ske### [at] gmail com> wrote in message
news:web.41f1682b3e18f211b02b909c0@news.povray.org...
> This is the second iteration of a project I started a while ago. Its been
> on hiatus for a few months for a variety of reasons but I am back and the
> modeling is just about complete, there is at least two errors to correct
> and maybe a few details left to add. But before I call it "done" I want
to
> create a really great texture. I am looking at the surfaces of the
> Necromonger machines (Chronicles of Riddick) for inspiration (namely some
> areas of the surface are reflective but other parts that are
> tarnished/corroded are not) but so far I haven't had much luck. Any
advice
> or pointers would be appreciated :)
search "finish maps mael" on the web interface of http://news.povray.org and
you'll find a thread in povray.binaries.images where Mael posts an example
of a finish map using a patch he was working on. Gilles Tran then mentions
it can be done without the patch in the official pov and give an example
how. I've used Gilles technique on simple objects and have liked it.
nice job on the thing. it looks amazing. I'd love to see it in a scene :)
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oh, one other comment. one good shot could knock the chain off and render
this monster useless, no? needs a retractable sheild :)
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Thanks for your comments Xavier.
It was modeled with KPOVModeler, I don't think I would have been able to
hand code it :)
I'll try your idea, thanks for the suggestion.
"Xavier Manget" <REM### [at] free fr> wrote:
> Hi Dustin,
>
> Great modelling! Really awesome!
>
> For my curiosity, which modeller (if any) did you use?
>
> For the texture effect you want to achieve, I am not an expert but (if you
> have not tried yet) I would advise to use a standard POV layered texture,
> with a reflective lower layer texture and a partially transparent upper
> layer texture. On this principle, it works, but I have not tried to make
> something realistic with it. Sorry I can't help you more...
>
> Xavier
>
> web.41f1682b3e18f211b02b909c0@news.povray.org...
> > This is the second iteration of a project I started a while ago. Its been
> > on hiatus for a few months for a variety of reasons but I am back and the
> > modeling is just about complete, there is at least two errors to correct
> > and maybe a few details left to add. But before I call it "done" I want
> to
> > create a really great texture. I am looking at the surfaces of the
> > Necromonger machines (Chronicles of Riddick) for inspiration (namely some
> > areas of the surface are reflective but other parts that are
> > tarnished/corroded are not) but so far I haven't had much luck. Any
> advice
> > or pointers would be appreciated :)
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LOL Yeah, its not a very practical machine. If I ever animate it that
would make for a spectacular destruction sequence though.
"Ross" <rli### [at] everestkc net> wrote:
> oh, one other comment. one good shot could knock the chain off and render
> this monster useless, no? needs a retractable sheild :)
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Great work!
Here's part of a texture I used for a rusty pipe you might
try modifying. You could also add dirt, etc.
#local IronPigment =
pigment {
wrinkles
color_map {
[0.0 rgb <0.05, 0.09, 0.11>]
[0.7 rgb <0.10, 0.14, 0.16>]
[1.0 rgb <0.15, 0.19, 0.21>]
}
scale 5
}
#local IronTexture =
texture {
pigment { IronPigment }
normal { granite 0.1 scale 2.0 }
finish { ambient 25 roughness 0.015 specular .5 diffuse 0.8 }
}
#local RustPigment =
pigment
{
granite
color_map {
[ 0.0 rgb <0.81, 0.30, 0.11>*0.8 ] // 0.8
[ 0.4 rgb <0.21, 0.10, 0.03>*1.2 ] // 1.2
[ 0.6 rgb <0.21, 0.10, 0.03>*1.2 ] // 1.2
[ 1.0 rgb <0.57, 0.05, 0.01>*0.9 ] // 0.9
}
scale 0.5
turbulence 1
}
#local RustTexture =
texture {
pigment { RustPigment }
normal { wrinkles scale 2 }
finish { ambient 10 }
}
#local RustyIronTexture =
texture {
bozo
texture_map {
[ 0.0 RustTexture ]
[ 0.1 RustTexture ] // More rust: > 0.2
[ 0.4 IronTexture ] // More rust: > 0.5
[ 1.0 IronTexture ]
}
warp { turbulence 1 omega .6 lambda 4 }
scale <1,2,1>
}
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web.41f30d75d962eeb2b02b909c0@news.povray.org...
> Thanks for your comments Xavier.
>
> It was modeled with KPOVModeler, I don't think I would have been able to
> hand code it :)
>
> I'll try your idea, thanks for the suggestion.
>
Well I suggested a layered texture because I've experimented them, but after
all, after having a look at the documentations, I think you should have
more success with texture maps, which look more flexible (not yet tried)
Xavier
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Neato mech! I'd suggest, even if you're not using final textures so far, to
add some variation in coloring, like several shades of blue/silver/gray, to
make the different parts stand out from each other. And place him in some
simple surrounding for the texture to reflect.
Keep up the good work! :-)
--
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
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I was thinking about putting in in a scene with a field of machines that are
broken and rusting so that texture may work out nicely, thanks.
"Renderdog" <slo### [at] hiwaay net> wrote:
> Great work!
>
> Here's part of a texture I used for a rusty pipe you might
> try modifying. You could also add dirt, etc.
>
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