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Subject: Chinese Junk (almost there!)


Incarnadine ( ) posted Sun, 22 September 2002 at 6:45 PM · edited Tue, 04 February 2025 at 4:20 AM

file_24779.jpg

Here is an image of the latest version of groingrinder's chinese junk. I have just about got my textures where I want them. Still not absolutely happy with the sails material but it is getting close to what I want.) Comments/suggestions?

Pass no temptation lightly by, for one never knows when it may pass again!


cshaftoe ( ) posted Sun, 22 September 2002 at 6:49 PM

Well I'm glad to see the flag is flying the right way....... The Bryster


Aldaron ( ) posted Sun, 22 September 2002 at 6:56 PM

Beautiful!


ICMgraphics ( ) posted Sun, 22 September 2002 at 7:10 PM

Fantastic!


Erlik ( ) posted Mon, 23 September 2002 at 10:09 AM

Where did you find the textures?
The only thing I can see, and I don't whether you can do something about it, is the texture on the protrusions beneath the prow and bow (sorry, don't know the name). The texture should also be trapezoidal, no?
For sails, have you tried putting a bump map? Something like the canvas texture in Photoshop?
Otherwise, excellent modelling and texturing.

-- erlik


Erlik ( ) posted Mon, 23 September 2002 at 10:14 AM

Errr, of course I meant "bow and stern".

-- erlik


Incarnadine ( ) posted Mon, 23 September 2002 at 11:48 AM

I made some wood decking anh hull plank textures from my dining room and kitchen floors via digital camera image. (and some photopaint tweaking). These have been applied on a mesh by mesh basis here due to orientation/scaling considerations. The sails are a solid colur with an applied bump map. Problem is I have to get each sail through UVMapper and paint the bump map more properly. Each sail panel has to have a slightly different orientation and as modeled they are all one entity. Tweak time! The fore and aft decking will also have to be UVMappered and pint textured. I have sent Groingrinder a copy of my current textures to put in with the model (untextured). I still want to tweak them to get the size down a bit though.

Pass no temptation lightly by, for one never knows when it may pass again!


Incarnadine ( ) posted Mon, 23 September 2002 at 11:51 AM

Apologies for the spelling issues!!

Pass no temptation lightly by, for one never knows when it may pass again!


Erlik ( ) posted Mon, 23 September 2002 at 3:13 PM

I know what's missing! Various scratches, discolorations and stuff that occurs as the result of the real life. The way it's now, it looks like a model, not a real junk.

-- erlik


GROINGRINDER ( ) posted Mon, 23 September 2002 at 11:05 PM

Great job Incarnadine! I have been trying to texture this myself with photos downloaded from texture sights on the web and having fits with it. It's been several days of tweek, render, tweek, render, tweek, render, save, tweek, render, tweek, tweek, render, save. Nice to see you are another Photopaint user. Do you use the bucket fill tool to paint photo bitmaps onto uvmapper templates. It works great. I should have the exploded sail meshes to you shortly.


GROINGRINDER ( ) posted Mon, 23 September 2002 at 11:09 PM

You bet it is! One thing I do know how to do is fly my freak flag properly.


GROINGRINDER ( ) posted Tue, 24 September 2002 at 1:52 AM

Attached Link: Runtimedna

Hey Incarnadine objects in photopaint are what photoshop owners call layers. If you use these and the bitmap fill tool you can go out with your digital camera and take pics of algae, rust, scale, mold, barnacles and stuff like that and layer these in with your textures for a more lived in/on, scuffed up, broken in/down look to the junk. You could also use the clone tool to paint from a pic unto a separate object on the tex. You can also paint your own bump maps to apply dings and scratches instead of using the default method of bump maps in Bryce. If you don't know where the object button is look at my replies to the photopaint users thread over in the texturing forum. I love the showroom fresh look, but it does not appeal to alot of folks. If you need more info on using uv mapper go to the total uv forum at www.runtimedna.com. I will post as a link with this.


Spit ( ) posted Tue, 24 September 2002 at 2:24 AM

Just a comment for those that want it dirtied up....let's leave it beautiful...we can dirty it up ourselves and each may have their own way of doing it. You think?


GROINGRINDER ( ) posted Tue, 24 September 2002 at 2:51 AM

file_24780.jpg

Here is as far as I have gotten texturing the junk using the texture editor in Bryce and downloaded photos. After seeing how good yours looks I have decided to run mine through uv mapper pro and use a combo of uv mapped textures and Bryce applied photo textures.


GROINGRINDER ( ) posted Tue, 24 September 2002 at 2:57 AM

I will be supplying a full set of uv map templates with the model when we finally release it for those who do not have or don't want to fool with uv mapper.


GROINGRINDER ( ) posted Tue, 24 September 2002 at 3:01 AM

file_24781.jpg

Because you said you didn't know how to do this in your email I made a mini tut. I am posting it here because others may also be in need of this info.


Incarnadine ( ) posted Tue, 24 September 2002 at 12:03 PM

Thanks for the pointers on family grouping! Yup - I understand objects (and transparency based clip masks!! - grin - (all my published image manip works are on renderotica)). No, I have not used the bucket fill to paint textures on yet. My image was literally textured with basic image textures added in either object cubic or parametric with rotation and scaling tweaks as needed. I have put a few things through UVMapper in the past to make templates (got the sails by the way - new, more correct texture soon!)

Pass no temptation lightly by, for one never knows when it may pass again!


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