HL2 Logo

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Olis
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Location: Stockholm, Sweden

HL2 Logo

Post by Olis » Sat Dec 22, 2007 1:57 pm

Well, I decided to make one of my own, like a little modeling challange.
Here it is:
Display took 18.46221 s
Time elapsed: 7 h, 58 m, 14 s
Done 4109520000.00000 samples (1003.30078 samples per pixel)
143214.09087 samples / second (6.98255 micro-seconds / sample)

Rendered at 2560 x 1600 and scaled down to 1280 x 800
Image
I have a 1920 x 1200 version if anyone would want it.

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Dacksoldier
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Post by Dacksoldier » Sat Dec 22, 2007 5:12 pm

Damn that is flipping Awesome Looking and of course who doesn't love the HL/HL2 series
i'll do the CS:S logo real quick
i would love to have that for my wallpaper
edit:kk nvm i'll do BF2
Last edited by Dacksoldier on Sat Dec 22, 2007 5:45 pm, edited 1 time in total.

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OnoSendai
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Post by OnoSendai » Sat Dec 22, 2007 5:40 pm

Nice, great materials!

Vanessa07
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Location: Suisse

Post by Vanessa07 » Sat Dec 22, 2007 11:22 pm

Great :shock:

Do you use a bump map for your phong material (metal)?

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Olis
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Post by Olis » Sat Dec 22, 2007 11:47 pm

Yes. I use this one:
Attachments
brushedbump_131_164.jpg
brushedbump_131_164.jpg (606.27 KiB) Viewed 3582 times

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zsouthboy
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Post by zsouthboy » Sun Dec 23, 2007 12:56 am

Heh, no need to attach such a texture, here's how to make one in photoshop (substitute the steps you need for your favorite graphics program - the steps are very similar for GIMP and Paint.NET)

1. Filter -> Add noise -> choose Gaussian, and monochromatic. Set the % to a good amount, try 50.
2. Filter -> Motion blur -> Set distance to 30 pixels (more or less for taste, check your preview window to see how it affects the image), with 0 angle.
3. The middle of your image will look like the above posted one, however the sides (in the direction of the motion blur, so left and right sides, if you chose 0 degrees above) need to be chopped off. Use the crop tool.

Sorry for the threadjack :) Great image, of course. I'd love to see a crowbar or gravity gun, sitting next to the logo.

Vanessa07
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Post by Vanessa07 » Sun Dec 23, 2007 1:22 am

Thx for the texture :D :D

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Olis
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Post by Olis » Sun Dec 23, 2007 3:12 am

Thank you! Here is a high-res version of it.
Image

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CTZn
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Post by CTZn » Sun Dec 23, 2007 5:56 am

I beg you people not to use jpgs for bump mapping in particular, the compression artifacts are just a pityfull thing wich degrades your image quality. Jpgs are fine otherwise !
obsolete asset

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Kram1032
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Post by Kram1032 » Sun Dec 23, 2007 6:02 am

it's nice, but you can see jpg-artefacts in the wood-bump... - actually, subtler , you also can see artefacts in the logo... (as CTZn pointed out)

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5OnIt
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Post by 5OnIt » Sun Jan 06, 2008 7:36 am

CTZn wrote:I beg you people not to use jpgs for bump mapping in particular, the compression artifacts are just a pityfull thing wich degrades your image quality. Jpgs are fine otherwise !
Well what else can you use? PNGs work find for my color maps, but anytime I try to use them for bumps, Indigo complains that it can't find/load them.

@Olis - Where did you find that wood texture and bump? It looks awesome!

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Kram1032
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Post by Kram1032 » Sun Jan 06, 2008 9:49 am

That's strange 50nIt... Indigo can use all types of (LDR) image, it can load, as any kind of texture. So, all the pngs, you use as albedo map, should work just fine as bump maps...

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dougal2
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Post by dougal2 » Sun Jan 06, 2008 9:54 am

Kram, it complains about single channel PNGs iirc.

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Kram1032
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Post by Kram1032 » Sun Jan 06, 2008 10:16 am

yes, that's true...
And Indigo can be sensitive with three-channelled pngs, too, from time to time...
But it might really be, that there only is one channel, as all the colour textures worked for him...

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Sayris
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Post by Sayris » Sun Jan 06, 2008 10:36 am

Olis
nice render, do you play hl2dm? :)

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