Forum Moderators: TheBryster
Bryce F.A.Q (Last Updated: 2024 Nov 21 4:12 am)
I know exactly what you mean. Although as of yet i have not done any texture mapping. I was just making a 100% bryce spaceship and the model was pretty descent but i just couldn't seem to get the textures to work right. I dont know what it was. Eventually... after many hours of playing with textures I finally got something that was semi descent. I'm about to post the model in the free stuff section and put in a new post telling people about it in just a few minutes.
I'm the type of person that starts with a lot of ideas at once and takes the most challenging to finish. The others get dropped because of lack of time to make them all real. I usually work with this motto: "If it's possible I can do it and if it has never been done I'll do it."
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How can something relative be up Rayraz? ;) I try my best to get the texture right, but to be honest I mostly end up going along with the less irritating alternative rather than what I had in mind. It also helps thinking that all is work in progress, so I will come back and perfect the textures one of these days.
My own computer is stand-alone. When I have succesfully finished my exams my father will finally link my computer to the network and then I can internet form my own computer too. I can't wait for the day I get internet on my own computer.
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(")(")This is Bunny. Copy and paste bunny into your
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If textures seem too difficult, do it with booleans! :-D The ship in my old pic in the link below is a 3ds model downloaded from the web and imported into Bryce. This was before the days of imported models enjoying UV mapping in Bryce, and none of the model creator's textures would fit worth a damn. So I attempted to replicate the appearance of panel lines and markings (as seen in pictures by the model creator) by using booleans. The fainter panelling is a generic panel texture tile, object space mapped. It was fairly successful, but the file size was huge for those days. Even the name for the ship (not original) is a boolean, using a 3d text model. I wish I had a picture of the original ship to show as a comparison. I don't know if Jg Gerlach's site is still around, and all my files relating to this were lost in a disk failure. This pic on my old site is all I have left (back up your stuff tonight, people). http://www.pfulford.dircon.co.uk/galleries/space_gal/pages/uss_alkheraa.htm
Attached Link: http://www.diardsoftware.com/
For those looking to make nebulas and such there's a nifty little app at the link, leaning more towards organic textures for space ships myself....haven't perfected the models yet...Bryce Forum Coordinator....
Vision is the Art of seeing things invisible...
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I'm one of those people that give up trying even before a model is made if the textures aren't available. Such was the case with space scenes. I rarely made them, realizing full well how hard it would be to model the spaceship, make the texture, map it properly, etc. but then I realized, after reading some tuts, how easy it all was. it was my own fright at constructing something ;) drac