PlaneShift
Fan Area => Fan Art => Topic started by: LigH on June 14, 2007, 07:18:48 pm
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I'm learning well what Blender can do. Even after a week ("netto" more or less) I already find limits.
We need more small things. Yet, they don't need to look simple.
(http://www.ligh.de/pics/PSCB/plant_render.jpg)
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Hmm, very reminiscent of Georgia O'Keeffe. :)
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Pity a am really bad in textruring, so all my models are hi-poly. That mens they are useless for PS. I would try to improve my blender skills it during summer holidays.
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Nice flower, good texture work. I'm impressed.
I should really make some small models and such for PS. I need to practice anyway. Time to go find that thread, make somthign and update my own (very dead) art thread.
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Nice start. Make a whole set of plants like that. Maybe even add some small blowing in the wind animations. Would look good in-game.
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I'd like to model my "cumbana". -- The one who finds its description first will be rewarded... somehow. ;)
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The Cumbana
is a vegetable which grows in large fields on the floor of streaming waters. The fruits are rich and fleshy inside [ imagine a cucumber ], covered by several layers of strong leaves [ imagine closed corn. ]. Although predjudiced as "poor people food", you shall not underestimate their healthy ingredients.
In warm seasons, almost daily one of the fruits per plant on the ground ripens and starts to rise during the early hours of the day, up to the surface of the river, connected to the main plant on the floor with a long stem. It floats on the surface during noon, and finally opens the fruit covering leaves.
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You win a "piece o' cake"! :D -- My "birthday pie". Just due to an occasion. ;)
(http://www.ligh.de/pics/PSCB/bday-pie.jpg)
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feline is 32 years old? ;P
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No - me. Today.
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/me grabs the cake and runs "mwuhahaha!"
HAPPY BIRTHDAY
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I missed you to pass on Many Happy Returns...
Love the work by the way
Lolitra
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Getting experience, eh?
My late birthday present:
(http://img161.imageshack.us/img161/2291/text76660oa7.png)
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Getting experience, eh?
Do you always take thing so literally? :P
I was expecting this, from the title of the thread...
*You gained some practice points on 3D art skill!!!!
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Anyway, thanks for the nice thoughts.
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About a current plot, involving Yadili, Ileresa, Arerano, Lolitra, Irunor, Gag ... friends.
The Kamatar Memory Cubicles -- Krans, don't look!
(http://www.ligh.de/pics/PSCB/Kamatar_cubes.jpg)
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hehe, they are very well done - only I emagined them as darkened surfaced with cracks in the surface allowing the inner glow out, and rune on each surface...
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Why didn't you tell me ever?! ... Hmm. Let's see what I will do until New Year Evening.
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Second try:
(http://www.ligh.de/pics/PSCB/Kamatar_cubes2.jpg)
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Sorry, I am a very naughty girl, let me say... my mistake not telling you, but you have done a fantastic job... in fact an excellent job.. Happy New Year
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:-[ I didn't mean to force you into excusing that much. :flowers:
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Variations:
- Some displacement mapping
(http://www.ligh.de/pics/PSCB/Kamatar_cubes3.jpg)
- Much more displacement mapping
(http://www.ligh.de/pics/PSCB/Kamatar_cubes4.jpg)
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Those are nice, but how do they work?
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The advantage of displacement maps in Blender is: They are pretty easy to make. You only need a bumpmap texture as greyscale image (like a heightfield: brightness is the amount of distortion), which you add to the material as second texture, and map the "UV" input to the "Disp" output (activate the "Disp" output map once for outward changes, twice {yellow flag} for inward changes). Good displacement factors are possibly around 0.02 in this case (the second has factor 0.05).
The great disadvantage is: Only vertices are displaced, not the texture or surface distribution. That means: You can't have one 4-vertex square per side, texture, and displacement map for the inside of the square ... instead, your model will contain a million vertices and tiny squares, as a result of repeated subdivision. A pretty waste of data.
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(http://www.ligh.de/pics/PSCB/Kamatar_Tex.png)
(http://www.ligh.de/pics/PSCB/Kamatar_TexB.png)
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(http://www.ligh.de/pics/PSCB/Kamatar_MatH.png)
(http://www.ligh.de/pics/PSCB/Kamatar_MatTex.png) (http://www.ligh.de/pics/PSCB/Kamatar_MatMapI.png) (http://www.ligh.de/pics/PSCB/Kamatar_MatMapO.png)
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It is well possible that I missed a much better way to do it. I discovered this technique on my own, but I will look around and read if there is a better way.
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P.S.:
I found that it may be a good idea to enable "Sub Surfacing" for the mesh, so the model does not need to store the million vertices in the file, instead they are generated only during the render phase, temporarily.
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Nonono, how do the cubes work? Hehe...
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Aah, those ... uuuhm ... Gag Harmond has no idea; he heard from Queen Lolitra that they got extracted from dead Kran warriors who got defeated in the great Printh wars, and prepared with a complicated ritual. They are able to store up to 6 hours of memories each, which can be retrieved repeatedly.
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That's racist!
Good work. I like the bottom one the most.
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The last image unfortunately glares like leather, not the desired effect. I could try to test different reflectivity functions (not Lambert, but e.g. towards Phong or similar); but is it necessary? ... When I get bored, maybe.
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Wow. Great work. Though I can see what you mean about the leathery look. Blender gives me headaches, so I wont embarrass myself by trying to give advice. :D
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Advancing even more:
- "WardIso" specular shader gives a more pointy reflection
- "Marble" subsurface scattering adds a strange color reflectivity effect (hopefully more silicate-organic now)
- texture optimizations; stil can't get rid of that ugly seam...
- reduced the light powers
- mixed a fraction of the bump map texture to the surface color (Col) and light emitting (Emit) channel to get closer to an inner glow
- GAMMA DOWN!
(http://www.ligh.de/pics/PSCB/Kamatar_cubes8.jpg)
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I like the way that the runes look as if they glow. And yes, less leathery now.
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Cracks aren't continuous. :PThey look great and it's amazing to see the improvement :D
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Pretty please use more kickass wood as a background? Other then that... yay.
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Uuhm ... could you please explain more verbose what "kickass wood" means to you? More branch knots?
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I think what 'Kickass Wood' means is that it looks more like sand dunes presently, rather than wood... perhaps a different grain, or colour shading to the wood?
HoodedOracle.
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Wow they look so real!! Great job :D
/me wishes she was even slightly artistic :P
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Kickass wood needs a definition?