Departure from Earth

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neo0.
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Departure from Earth

Post by neo0. » Fri Nov 28, 2008 12:31 pm

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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Post by Borgleader » Fri Nov 28, 2008 1:07 pm

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 :D).

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...

neo0.
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Post by neo0. » Fri Nov 28, 2008 1:36 pm

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.
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).
There is but the absorption is set to 4%

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Borgleader
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Post by Borgleader » Fri Nov 28, 2008 1:40 pm

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.
benn hired a mercenary to kill my sig...

neo0.
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Post by neo0. » Fri Nov 28, 2008 2:14 pm

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..
Last edited by neo0. on Fri Nov 28, 2008 2:31 pm, edited 1 time in total.

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Borgleader
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Post by Borgleader » Fri Nov 28, 2008 2:15 pm

neo0. wrote:Importing materials = disabled in skindigo 1.1.2. Seems like it's been in beta forever.. :(

Can you recommend a good floor texture.?
1. Open them in notepad and check the tags. It's easy to navigate them (really).
2. Nope, you're gonna have to look.
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neo0.
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Post by neo0. » Sat Nov 29, 2008 11:31 am

Remodeled it and now it turns black..

http://www.megaupload.com/?d=9L77J0RR

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Borgleader
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Post by Borgleader » Sat Nov 29, 2008 12:54 pm

if youre using reinhard tonemapping try to change it to linear
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neo0.
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Post by neo0. » Sat Nov 29, 2008 5:18 pm

Linear makes it disappear...

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Kram1032
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Post by Kram1032 » Sat Nov 29, 2008 11:38 pm

Your IoR still is 1, right?
If you do so, because you don't want reflections.... Then, REALLY, don't use a window at all. It'll only make things faster. And even the tad of absorption wont change that much...

Else: Plexiglas, for instance, has an IoR of 1.492... (according to Wikipedia)

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PureSpider
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Post by PureSpider » Sat Nov 29, 2008 11:44 pm

Reflection doesn't depend on the IOR on specular materials, right?
IOR on speculars is the refraction, isn't it?

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Kram1032
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Post by Kram1032 » Sat Nov 29, 2008 11:58 pm

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.

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PureSpider
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Post by PureSpider » Sun Nov 30, 2008 12:00 am

Aha okay... Thanks ;)

neo0.
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Post by neo0. » Thu Mar 05, 2009 8:14 pm

A little post pro in photoshop

This would be some sort of cafe/restaurant..
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neepneep
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Post by neepneep » Thu Mar 05, 2009 9:26 pm

Reminds me of the time I got chemical conjunctivitis after getting too much chlorine in my eyes.

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