Departure from Earth
Departure from Earth
Thanks for all the help, guys. i think I may have finally gotten this one to work.
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- Borgleader
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- Joined: Mon Jun 16, 2008 10:48 am
It's had to make out the details with such a grainy image but anyway let's try to be constructive anyway. (Some of the comments may look like I'm being mean but really for once I'm trying to be nice, since you're actually getting somewhere, and that's good ).
Did you use bump maps for the floor? If not it would be good if you did, if you did then fix them because they don't do their job well.
Your floor texture continues straight onto the railing or window fram whatever. To me that's a big problem as ships as well as any other vehicle for that matter are made from LOTS of parts, this looks like its been carved from one giant piece of metal and painted onto.
Again for the floor, might want to bump up the exponent for the texture, it looks like paper right now, metal doesn't reflect light this way.
Personal opinion: I'd make the bottom of the window frame higher. Would scare the shit out of me if I was standing on there. I'd also make it thicker, looks like it would easily break under any sort of impact.
Question, is there a window? Because i cant seem to see the bottom of it (on the frame, there should be a line or something due to the IOR change from glass to air).
Other than that, well done. Where did you get the human model? or did you make it?
Ok that pretty much sums it up. If I think of anything else, I'll post again.
Did you use bump maps for the floor? If not it would be good if you did, if you did then fix them because they don't do their job well.
Your floor texture continues straight onto the railing or window fram whatever. To me that's a big problem as ships as well as any other vehicle for that matter are made from LOTS of parts, this looks like its been carved from one giant piece of metal and painted onto.
Again for the floor, might want to bump up the exponent for the texture, it looks like paper right now, metal doesn't reflect light this way.
Personal opinion: I'd make the bottom of the window frame higher. Would scare the shit out of me if I was standing on there. I'd also make it thicker, looks like it would easily break under any sort of impact.
Question, is there a window? Because i cant seem to see the bottom of it (on the frame, there should be a line or something due to the IOR change from glass to air).
Other than that, well done. Where did you get the human model? or did you make it?
Ok that pretty much sums it up. If I think of anything else, I'll post again.
benn hired a mercenary to kill my sig...
Well.. My idea was basically this.. In the future, earth become inhabitable and huge ship is built as the new earth. I wanted to have a maximum view of the earth..
I agree about the floor texture.. I couldn't really find a good one. It's not a bump map.. I was trying to find a texture that made the ship look like some place that people could live in. The one I have right now has too much of an "industrial" look to it.
AS for the human model, nope.
I agree about the floor texture.. I couldn't really find a good one. It's not a bump map.. I was trying to find a texture that made the ship look like some place that people could live in. The one I have right now has too much of an "industrial" look to it.
AS for the human model, nope.
There is but the absorption is set to 4%Question, is there a window? Because i cant seem to see the bottom of it (on the frame, there should be a line or something due to the IOR change from glass to air).
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
Ok well here are a few suggestions:
Fix you glass material (there are good ones in the database to base yourself off of.
Give the window frame a separate mat and either texture it or make it a metal type texture (maybe titanium or aluminum or some such thing.)
Try to bump map your floor, might try an black&white version of your current texture (might have to manually remove the black logos by hand though).
Oh and afaik absorption != IOR.
Fix you glass material (there are good ones in the database to base yourself off of.
Give the window frame a separate mat and either texture it or make it a metal type texture (maybe titanium or aluminum or some such thing.)
Try to bump map your floor, might try an black&white version of your current texture (might have to manually remove the black logos by hand though).
Oh and afaik absorption != IOR.
benn hired a mercenary to kill my sig...
Importing materials = disabled in skindigo 1.1.2. Seems like it's been in beta forever..
Can you recommend a good floor texture.?
Something like this has never been done before.. I mean, when someone does a livign a room, they have an idea what things should look like..
Can you recommend a good floor texture.?
Something like this has never been done before.. I mean, when someone does a livign a room, they have an idea what things should look like..
Last edited by neo0. on Fri Nov 28, 2008 2:31 pm, edited 1 time in total.
- Borgleader
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- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
- PureSpider
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The birghtness of reflections also is given by IoR.
IoR in fact works always the same way, but the refractive part is somewhat obolete with non-transparent materials.
Easily testible: If you make a specular transparent mesh and set its IoR to, say, 100, you barely (if at all) will see through it. Instead, you only'll see reflections.
IoR in fact works always the same way, but the refractive part is somewhat obolete with non-transparent materials.
Easily testible: If you make a specular transparent mesh and set its IoR to, say, 100, you barely (if at all) will see through it. Instead, you only'll see reflections.
- PureSpider
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- Location: Karlsruhe, BW, Germany
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