Texture contest - Kena's train

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Texture contest - Kena's train // Work in Progress

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Post by Nez // Mar 9, 2009, 8:05am

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Total Posts: 1102
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Thought I'd join in the fun too, especially as Jamesmc kindly converted Kena's scene to aa model-side compatible format...


Haven't got very far yet really, but have taken a Weevil-inspired viewpoint, stuck a few shaders on to help me tell bits apart.


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 (intensity of effect needs to be adjusted). Smoke is just a big bunch of spheres with 'glow' transparency (much as Marcel recently described, just not as good as his example).


I've not altered the model so far, but from this view the rails look rather high so I may have to adjust that; need to do a better texture for them really giving shiny top surface but dull for remainder and do some more texture work on the train itself (nice brass bell for example) - but will have to see what time allows... It's been fun so far...

Post by Georg // Mar 9, 2009, 10:44pm

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Nice textures, Nez and an interesting point of view. Your light is a great addition to the scene, although I would make it a bit more yellowish, now it is more like a 2009 LED :)


Georg

Post by Weevil // Mar 10, 2009, 8:50am

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I likes that camera angle...

Post by noko // Mar 10, 2009, 8:57am

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Looks great so far, can't wait to see more.

Post by kena // Mar 11, 2009, 9:20pm

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Doing a good job there. I like how you describe how you do the texturing. People can learn from it.

Post by Nez // Mar 18, 2009, 5:23am

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spot the difference...:rolleyes:


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 - but it doesn't show with this camera angle... Such is life...


If anyone wants to see them, I can post screenshots of the main material settings so you can see what I did - mostly just plain or layered textures in LW/modelside.

Post by kena // Mar 18, 2009, 2:15pm

kena
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If anyone wants to see them, I can post screenshots of the main material settings so you can see what I did - mostly just plain or layered textures in LW/modelside.


Since this is the purpose of the contest - yes, please post what you did :D


Personally, I'm voting for the one I learn most from, not necessarily the best looking render. 'Cause I got lots to learn!

Post by Nez // Mar 19, 2009, 12:47am

Nez
Total Posts: 1102
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No problem, just needed to find a few minutes to take the screen-caps (seemed easiest way).


Images below show screen caps of pretty much all the materials used, in the following order:


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...


Only material not shown is the 'sleepers' under the rails - just used a plain grey as I've not finished these, and probably won't now...


Hope that's some use. NB - I also used a low intensity HDRI light (can't remember which image, came from one of the free links elsewhere on the forum), the light cone to provide some illumination from the front of the scene and one or two infinite lights (would have to go back and check for anyone that interested!)
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