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| 3D WIPs Post your works-in-progress (WIPS) and lets be open to suggestions. |
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| | #41 (permalink) |
| SFM Guru Join Date: May 2006
Posts: 183
| I know nothing worthwhile about texturing, so take all of the following with a pinch of salt. As a viewer it strikes me that some of the problem is coming from your lighting being quite flat (perhaps there is some occlusion missing?); where there is a strong key light it appears to be coming from close to the camera. Also there looks to be a lot of lighting painted into the map. I don't know how common that is, maybe bring in specular maps/normal or bump maps to do that job and give the impression of relief/variations in material? For the windows, if they're as bright as they look to be (bloom effect around them) then I might expect them to cast a small amount of light on the surfaces surrounding them. Where I've seen people using something other than blindingly bright windows with no detail, they have various techniques going on to have a bit of variation of light and dark visible, including having little boxes behind the window surface with some interior images to break the window up a bit. At this sort of scale that may not be necessary; I think your glowing windows can work well, but you will need a more contrasty lighting for it to start to look good - the regions surrounding the windows are too uniformly lit, perhaps. One thing you could look at is Stefan Morrell's tutorial on hard surface painting, here. It's probably meant for smaller-scale objects than a giant spacecraft, but it should still be useful. |
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| | #42 (permalink) |
| SFM Guru Realname: Rob Join Date: Jul 2006 Age: 22
Posts: 267
| I am using a simple GI skydome for these WIP images, so that could explain the relative flatness of the lighting. But, yes, I have a lot of shadows painted onto the map. Reason is I am used to a Game engine that only supports color and light maps. It's a bad habit to get a quick result. I will be making a bump map and spec maps, so that will be fixed. I'll try the "light bleed" where appropriate. I just added the ones to the colored beacons, but the windows right now, dont have anything to illuminate (yet, the underside of that outcropping hasn't been touched yet, but it will be) Thanks for the link, I'll check it out in a few. |
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| | #46 (permalink) |
| SFM Guru Realname: Rob Join Date: Jul 2006 Age: 22
Posts: 267
| its a little unceremonious: the font is a faux-sanskrit called "Samarkan", the words are actually pulled off a Lorem Ipsum generator: Lorem Ipsum - All the facts - Lipsum generator. |
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| | #49 (permalink) |
| Senior Member | Ha "B"-ichin man smart looking ship |
| www.ejectedcore.com and ECE game engine project | -- "That's about as usefull as a YOU ARE HERE map in a borg cube" | |
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| | #50 (permalink) |
| SFM Guru Realname: Rob Join Date: Jul 2006 Age: 22
Posts: 267
| Oh cool, nice to get a senior member comment ^_^. thanks Prime. okay, last shot for a bit - im hunkering down marathon texturing for a bit. ![]() The idea is that the ship will actually land on the surface of a planet, and serve as a cathedral for the people of that subject race, instilling a religion-based crowd-control system. That's why there is text emblazoned on various parts of the ship. Serves as billboard-like propaganda. "strength through faith" kind of stuff. |
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