Planetside Software Forums

General => Image Sharing => Topic started by: inkydigit on April 18, 2015, 01:36:04 PM

Title: rusty...
Post by: inkydigit on April 18, 2015, 01:36:04 PM
...stars
TG3: A TopMod object that I created after following the legendary 'linking stars' tutorial by sjoo? over at DeviantArt...
My own fakestones surface, (I know, needs colour variation!) - using a simple rust surface, needs some more tweaking - may have to change some scales...also a soft shadows and DOF/GISD lighting test completed...
cheers
Jason
:)
Title: Re: rusty...
Post by: yossam on April 18, 2015, 01:39:04 PM
I like.............don't look like there is much left of the original......all rust.  ;D
Title: Re: rusty...
Post by: TheBadger on April 18, 2015, 01:49:39 PM
Yeah, I agree. I think it would be even more effective if there were just a little left of the look of the metal. Just in terms of making it easier for non render people to understand that it is a rust shader, I guess.

Looks pretty darn good though.
Title: Re: rusty...
Post by: inkydigit on April 18, 2015, 02:05:46 PM
thanks guys!
that was the next chain of thought for me too... have some pristine or at least some less corroded areas as well!
:)
J
Title: Re: rusty...
Post by: j meyer on April 18, 2015, 02:14:40 PM
 ;D
Title: Re: rusty...
Post by: mindsap on April 18, 2015, 03:11:36 PM
That"s funny, I made that same linking stars with a chrome surface.  I've wondered what happened to it.  :o  But seriously I like the rust.  Looks better than my fake chrome.
Title: Re: rusty...
Post by: choronr on April 19, 2015, 12:53:14 AM
Lets suppose this would be an ancient alien artifact semi buried in the soil surrounded with dead leaves, twigs and other debris. Jason, how about making this a complete, realistic composition?

What you've done here is super; now, make it a complete composition.
Title: Re: rusty...
Post by: Dune on April 19, 2015, 03:55:53 AM
Good looking rust, and I agree about making it stand out more in a real setting with some bare metal left. Would be really nice. Good work, Jason!
Title: Re: rusty...
Post by: inkydigit on April 19, 2015, 09:35:44 AM
Quote from: j meyer on April 18, 2015, 02:14:40 PM
;D
Lol ;)
You are right!
:)
Title: Re: rusty...
Post by: bobbystahr on April 19, 2015, 10:06:42 AM
Agree with the others, supurb rust but needs context...go for it Jason....
Title: Re: rusty...
Post by: inkydigit on April 19, 2015, 01:36:34 PM
...a quick update... selective corrosion applied...

some minor faceting artefacts are visible using the reflective shader... these could be disguised with some small displacements, maybe an added texture?
thinking about added some vegetation so I'm gonna have to check to see which models to use... may need some more grass...
;)
cheers
J
Title: Re: rusty...
Post by: inkydigit on April 19, 2015, 02:29:58 PM
seed change... voronoi added to shiny surface...
:)
J
Title: Re: rusty...
Post by: inkydigit on April 19, 2015, 06:56:02 PM
bigger, etc... but the voronoi is wrong... I may use an image map, not too sure yet...
cheers
J
:)
Title: Re: rusty...
Post by: bobbystahr on April 19, 2015, 10:42:51 PM
Really like all these itterations. There's a cool free grass5.tgo in the Preset pack Jason.
Title: Re: rusty...
Post by: Dune on April 20, 2015, 02:35:46 AM
Awesome! How come the facets are visible? No smoothing of normals applied?
Title: Re: rusty...
Post by: inkydigit on April 20, 2015, 04:42:35 AM
Thanks folks, @Ulco, not too sure, could be the obj, it has no mtl file with it, so does that mean that the normals have not been calculated?
Do I have to run this through Blender(or similar) to create a mtl file and normals?
Could also have been caused/worsened by render quality settings??
I will investigate further, may need some subsurface smoothing in Blender, but I don't want to lose the integrity of the object's form....
@Bobby, cheers for the heads up, about the grass, I will check that one out!
Cheers
Jason
:)
Title: Re: rusty...
Post by: Dune on April 20, 2015, 08:35:36 AM
The easiest way is to haul it through Poseray; in groups: merge, then set normal angle to smooth and recalculate.
Title: Re: rusty...
Post by: j meyer on April 20, 2015, 11:39:15 AM
Jason - when you want to check in TG if there are normals or not just set the preview
           to 'Show as smooth shaded'.With normals you'll see a correctly shaded object,
           without normals it'll display as non shaded even grey.
           Like here:http://www.planetside.co.uk/forums/index.php     /topic,19091.msg194242.html#msg194242
           There can be another reason for the facetting: 'Distort by normal' is checked
           in a PF applied to the object.(and/or warping).


Edit: sorry for the non functional link,don't know what that is on some days it just won't work.
Title: Re: rusty...
Post by: inkydigit on April 20, 2015, 02:51:13 PM
thanks for the tips U & J!
the faceting is really only apparent when using highly reflective or transparent surfaces, I may still sub surf in Blender, also, I it imported into Blender, then exported, writing normals... seems to have done something... obj doubled in size... some more testing is required,,,
:)
J
Title: Re: rusty...
Post by: DocCharly65 on April 21, 2015, 09:01:15 AM
Absolute cool object!

And after I digged in the garden of my mother the whole weekend I can confirm, that your fakestones and the ground are absolutely ok. I think, only 4-5 single different colored stones are needed.