Forum: Bryce


Subject: If you missed it

Quest opened this issue on Dec 21, 2004 ยท 4 posts


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

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.