small parisian studio
yes I did ! Well when you are 16 that's fine, you feel independant and at home and that's priceless. The fact is that it took me 15 years to leave for various reasons, but at some point I was over-adapted to the place. No wonder you'd feel uncomfortable, it's a standard jail cell size
My next big arch project could be the house I left before in the country side, that's another story but I already cooked some proc maps some time ago:
has no bump
It was an old farm renewed, that makes a big house: it had a wide fire heart in the living room and a traditional bread oven in the kitchen
Edit: Maya users might be interested in this (soundless) video tutorial (xvid 7MB).
My next big arch project could be the house I left before in the country side, that's another story but I already cooked some proc maps some time ago:
has no bump
It was an old farm renewed, that makes a big house: it had a wide fire heart in the living room and a traditional bread oven in the kitchen
Edit: Maya users might be interested in this (soundless) video tutorial (xvid 7MB).
Last edited by CTZn on Wed Jan 21, 2009 4:43 am, edited 1 time in total.
A more complete exemple of (Maya) procedural stonewall, with bump and albedo maps. Displacement is external and not very accurate, mortar for example is very lowpo. The shading network uses 6 source textures and does a few operations on them/their placement (UVs).
Hopefully at some point I'll try to emulate such networks with ISL
obsolete asset
This is going to change, it's a bit quickly thrown yet. Call it another proof of concept
I reverted for a gray for mortar because the noise I was using before was too contrasted, worse than actual dull one (a bit like the stones now wich are also too saturated). Also the subtle bump disapeared with downsampling, making it less interesting.
In a more advanced fashion, at this stage I would separate stones and mortar's geometries and disp them again in Indigo. Also the stone shader would be more complex to borrow that systematic slope stones have, allowing them to start sometimes more abruptly than they do now.
Thanks for asking
I reverted for a gray for mortar because the noise I was using before was too contrasted, worse than actual dull one (a bit like the stones now wich are also too saturated). Also the subtle bump disapeared with downsampling, making it less interesting.
In a more advanced fashion, at this stage I would separate stones and mortar's geometries and disp them again in Indigo. Also the stone shader would be more complex to borrow that systematic slope stones have, allowing them to start sometimes more abruptly than they do now.
Thanks for asking
obsolete asset
Also mortar is dark because during the testing session textures where really too bright, and I could note that render times were waaayy longer (immortal noise ), so I went for darker tones and I was flabbergasted by the performances change.
Really that's something to watch out, don't rely on tonemapping when your textures are too bright/saturated that's a fault, fine-tune them instead
Really that's something to watch out, don't rely on tonemapping when your textures are too bright/saturated that's a fault, fine-tune them instead
obsolete asset
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http://upload.wikimedia.org/wikipedia/commons/0/05/Tan.svg
there, a bit more visual
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