Voting for Texture Contest #01

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Voting for Texture Contest #01 // Roundtable

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Post by kena // Apr 5, 2009, 3:07pm

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I am so very sorry that I have not put this up until just now. It has been non-stop from about 11pm LAST Friday until today. It's embarrassing that I started this contest and didn't even have the consideration to stop for a half-hour during the week that has followed to provide a chance for people to vote on these excellent entries.
From reality to story-land, they are all excellent!

See my later post for the entries

Post by kena // Apr 6, 2009, 7:28am

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We're not doing too badly here.... 9 Votes and I started the poll last night.


we need more votes though people... How about some of those 50,000 new users voting?

You don't have to model to vote. You just have to like what you see.

Post by kena // Apr 6, 2009, 8:42pm

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14 votes and counting.... more please. ;)

Post by kena // Apr 7, 2009, 7:46pm

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Time for a daily reminder.. we have 16 votes - would LOVE to have more.

Post by kena // Apr 8, 2009, 8:15pm

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well... I checked this morning, and there were 20 votes...

and there are still 20 votes...

SURELY there are people out there that have not voted.

Post by kena // Apr 9, 2009, 5:23pm

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In no particular order for voting:

Mr 3D

http://forums1.caligari.com/truespace/attachment.php?attachmentid=18848&d=1236712820
I used the Caligari Material to map out the elephant's coat, the boxcar signs, the rocks, the flower centers (which you can't notice), railroad ties, and the smoke from the train. The rest are just painted objects with some variance in reflectance, shine, etc. I'm glad you liked it Ken....it was fun to do !:)

Noko

http://forums1.caligari.com/truespace/attachment.php?attachmentid=19183&stc=1&d=1238259756
Smoke is using tS-E shader and can be fully animated in real time. The keys to the tS-E shader is geometry used, UV map and textures, then it is a matter of adjustments to fine tune.
...I was adding grass using hair and tried to add trees, just that memory usage became an issue since polygon count started to climb in large amounts.

Not listed in the contest thread, but found with a look around -

Nez
http://forums1.caligari.com/truespace/attachment.php?attachmentid=19010&stc=1&d=1237386145
No post-processing - 'volumetric' light effect is not using volumetric lighting or P-P, it's just a light-emitting material applied to a tapered cylinder. Smoke is just a big bunch of spheres with 'glow' transparency (much as Marcel recently described, just not as good as his example).


I made the light beam more yellowish, added extra smoke, adjusted the rail size and repainted, added extra bridge structure to fill the gap between sleepers and main bridge beams, changed the bell to a brassier material and all the wheels to a lighter metal colour than before - and the difference is barely noticeable! The rails were textured so the top surface would be shiny silver where wheel contact keeps them polished
1 - 'smoke' material (applied to multiple overlapping spheres) and 'glow' illuminated material for the cone of light (would more normally use volumetrics but this was a faked effect this time)

2 - red and black materials from the train - some reflection but no spec or shininess as these are apparently supposed to be avoided when using hdri lighting, which I was (at a low intensity), plus a bit of bump to break up reflection

3 - 'silver' and 'brass' materials (for wheels and bell respectively) - similar to above, no bump

4 - bridge material - layered; green 'bumpy' first layer with rust textured second layer with masks on colour, bump and reflectance. Repeats on rust texture and alpha staggered to hopefully conceal obvious repeats/seams. I actually used three or four variations on this material with differeing repeat values to try to make sure the bridge beams etc didn't all look identical - haven't shown them all here as only difference is in repeats/offest values.

5 - rail material - layered; main brown 'rusty metal' with second layer giving shiny silver/metal to top of rail, using alpha mask - but mask needed a bit more black at top and viewpoint hid the effect anyway. Should have created my own mask really but was trying to use on e of the presets available with tS... could only find ones with too much black or this one with not enough, should have made one somewhere in between...

George
http://forums1.caligari.com/truespace/attachment.php?attachmentid=18655&stc=1&d=1235904555
With the risk that everybody starts yawning I add here some info on the use of transparency maps on planes that I used for the steam. I only recently found out that you can use these maps not only to mask unwanted areas but also to use gradients and gray tones instead of black to make partial transparency.
I include some pictures to show what I mean using Caspar as expert on transparency. It works the same way in the material editor for Lightworks as it does in Vray. The numbers in the render correspond to the transparency maps. It is a bit confusing the way I did the two pictures :o but look at the numbers.
What you see is a render of 4 planes that are textured with the same bitmap of Caspar but each has a different transparency map. Nr 1 is what you would normally use to make an object stand alone on a plane. That I used for the the three figures in the train-render (Btw: figures are from http://vyonyx.com/?cat=20 Free downloads!)
The other Caspars show different types of transparency.
Number 4, showing the transparency at the perimeter of Caspar is what I used for the steam, using a soft brush to soften the edges of the mask. Any 2d program with brushes (and preferably layers) can be used for this. Notice that I did a quick and dirty job on the transparency map 4, you can still see the outline :D, but you get the idea.

Georg

Post by kena // Apr 11, 2009, 5:37am

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Bumping this up in hopes that someone will vote.

Post by kena // Apr 12, 2009, 6:29pm

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only 6 more days to vote people!!!


and only 21 votes so far.

Post by noko // Apr 12, 2009, 7:02pm

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Total Posts: 684
Come on you secret guest, time to join and vote :D. Better yet time to have some fun here as well.

Post by kena // Apr 13, 2009, 1:39pm

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Fun is good. Also suggestions on how the winner should handle the next contest. I got a PM about maybe naming the objects a bit more completely.


lol - maybe simpler objects ;) I did have more default named objects than I like to work with under normal circumstances.

Post by kena // Apr 14, 2009, 8:33pm

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26 votes!!!! YEEEEESSSSSS!!!


thank you all!!!


More

More

More



:jumpy:

Post by theuns // Apr 15, 2009, 12:13am

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didn't even know about this one! nice work guys :)


will the next one also be posted here so that I can have a look and maybe enter?

Post by kena // Apr 15, 2009, 10:33am

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didn't even know about this one! nice work guys :)


will the next one also be posted here so that I can have a look and maybe enter?

Yes. The next texture contest will be in the Roundtable forums. If it gets popular enough, then we can ask them to create a separate forum for it.

Post by kena // Apr 17, 2009, 5:43pm

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Less than 2 days folks!!! Let's see some more voting!!!!

Post by kena // Apr 18, 2009, 3:04pm

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OOOOooooo... one more vote!!!

more please? we have less than 24 hours to go!!

Post by kena // Apr 20, 2009, 4:36am

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congratulations


George

http://forums1.caligari.com/truespace/attachment.php?attachmentid=18655&stc=1&d=1235904555



Now it is your turn to take over the contest....


Give us something to paint. an object, scene, whatever.

Post by Georg // Apr 20, 2009, 8:26am

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Total Posts: 270
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Thank you all for the votes and many thanks to Kena who has set up this contest. I feel a bit embarrassed to have won because there were a few great entries and especially Noko has put in so much effort and came up with many new approaches.

The good news for you other texturists is that there will be another round (I am afraid :D ). Give me some time to arrange a few models in a scene and we can start again.

Georg

Post by Mr. 3d // Apr 20, 2009, 7:22pm

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CONGRATULATIONS Georg !!!:cool:
You smoked it !!!

Post by theuns // Apr 20, 2009, 8:43pm

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Total Posts: 519
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well done Georg :)


I tried to search the forums for those comments you did on you image but couldn't find it. Could you share it with us? I'd like to have a look at the 'numbered' description on how you did that?

Post by noko // Apr 20, 2009, 10:51pm

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Total Posts: 684
Great job Georg! :banana:

Post by Breech Block // Apr 21, 2009, 2:44am

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Many congratz Georg. Can't wait to see what you come up with for the next one.

Post by kena // Apr 21, 2009, 4:53am

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well done Georg :)


I tried to search the forums for those comments you did on you image but couldn't find it. Could you share it with us? I'd like to have a look at the 'numbered' description on how you did that?


George got busy in real life, so I will give you the link to his post. His thread "Paint by numbers" is on the third page of the WIP forum already


http://forums1.caligari.com/truespace/showpost.php?p=96394&postcount=7

Post by Georg // Apr 21, 2009, 8:37pm

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Thanks a lot for the congrats everybody!

And thank you Kena for referring to the thread with little Caspar :)

I usually have a quick glimpse at the forum before I start to work but not always time to respond.

Georg

Post by mrbones // Apr 21, 2009, 9:42pm

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I vote for Noko

Post by theuns // Apr 21, 2009, 10:08pm

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thanks for the link :)

Post by kena // Apr 22, 2009, 5:20pm

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Thanks a lot for the congrats everybody!

And thank you Kena for referring to the thread with little Caspar :)

I usually have a quick glimpse at the forum before I start to work but not always time to respond.

Georg

You welcome on both counts. I think that you did a very good job. I confess that I didn't vote for your entry because I learned more from another one. But that doesn't mean you didn't deserve to win.

I vote for NokoYou silly skull you :D

thanks for the link :)

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