Thu, Nov 28, 4:45 PM CST

Renderosity Forums / Bryce



Welcome to the Bryce Forum

Forum Moderators: TheBryster

Bryce F.A.Q (Last Updated: 2024 Nov 26 4:28 pm)

[Gallery]     [Tutorials]


THE PLACE FOR ALL THINGS BRYCE - GOT A PROBLEM? YOU'VE COME TO THE RIGHT PLACE


Subject: If you missed it


Quest ( ) posted Tue, 21 December 2004 at 1:48 PM · edited Thu, 28 November 2024 at 2:07 PM

Since I know that most of us are too busy to peruse the gallery on a regular bases heres a jump link to my latest rendition, hope you enjoy Cruising ;D Quest


GROINGRINDER ( ) posted Tue, 21 December 2004 at 7:10 PM

Please post detail shots of your aircraft here. Is it modeled in wings?


Quest ( ) posted Wed, 22 December 2004 at 1:13 PM

file_158796.jpg

1) The craft and cityscape was modeled in 3D Studio Max. To maintain a low poly count model the craft started out its life as a simple single rectangle. I then proceeded to extrude, angle and mold its polygons into shape to give it a sleek look. The model is composed of 614 polygons. After the model was built I then exported it as a WaveFront .obj file.
  1. I then brought the model into UVMapper Pro for mapping. I used box-mapping coordinates and saved the map as a .bmp file.

  2. I then brought the .bmp file into Photoshop for texturing. In Photoshop I created a texture using different techniques and saved the texture. I then applied it as pattern to the hull of the craft and painted on some insignias and threw in little rust coloring to show some aerodynamic wear and saved the craft texture again as a .bmp file. I copied the image and made the copy a grayscale image on which I accentuated by making them darker the craft skin plates to use as a bump map.

  3. I imported the model into Bryce and smooth the polygons by 52 degrees.

  4. I then imported the texture image to the 2D Picture editor and applied the texture using parametric coordinates with pic interpolation. I set the image to drive the diffuse and ambient color and the diffusion, specularity, metallicity, and bump height (used the bump map created in Photoshop) value. Rendered the model in Bryce to see results and fiddled with the material editor adding and subtracting as needed.

  5. When I was happy with the texturing results I then set out to compose the image, brought in my cityscape model created in 3D Studio using the greebles modifier and laid out some basic preset textures for the water and sky which I then adjusted to get the right colors, haze and lighting. I added some rescaled cylinders textured with cloud preset to use as contrails and adjusted the transparency.

  6. Rendered the composition and made adjustments to the models and added some banking control.

  7. Texture I altered to my liking for the cityscape buildings

  8. Texture I created for cityscape ground to help give that night-time lighted street look.

After I got my final render, I brought the image into Photoshop for color correction using the levels histogram for each individual color (RGB) and added brightness and glow to the cityscape.

And there, in a big nutshell, you have it GroinGrinder.


Quest ( ) posted Wed, 22 December 2004 at 6:05 PM

file_158798.jpg

Oh for goodness sake, I could be so lame sometimes, on reread I realized that you want the details to the craft construction itself and not details on how the image was put together. Id had worn my fingers to the knuckles after that spiel and didnt think I had it in me to do it again but here it goes. As I said above, the model was done in 3D Studio Max but I dont see any reason why it couldnt be recreated using other programs. Hope these screengrabs give you what you need.


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.