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General => Image Sharing => Topic started by: bobbystahr on May 25, 2015, 10:59:03 PM

Title: Sunday Doodle # 23
Post by: bobbystahr on May 25, 2015, 10:59:03 PM
I revisited an old idea with much better results. I think I'm getting better at this. C&C welcome
Title: Re: Sunday Doodle # 23
Post by: Dune on May 26, 2015, 01:20:01 AM
So, an image map shader. Did you also displace through that image? You might get interesting results if you make a displacement map out of it (soften, greyscale, perhaps some changes in the map by hand).
Title: Re: Sunday Doodle # 23
Post by: bobbystahr on May 26, 2015, 01:29:35 AM
Quote from: Dune on May 26, 2015, 01:20:01 AM
So, an image map shader. Did you also displace through that image? You might get interesting results if you make a displacement map out of it (soften, greyscale, perhaps some changes in the map by hand).

It's a blend of image map and PFs but I haven't quite nailed it. Better than the first miserable attempt though. I'll try a greyscale...see how that works.
Title: Re: Sunday Doodle # 23
Post by: Hannes on May 26, 2015, 03:15:01 AM
You might try to get a texture with less sunlight in. It always loks a bit strange, when the texture's lighting doesn't match the actual light.
Btw, did you use "through camera" as projection type in your image map shader?
Title: Re: Sunday Doodle # 23
Post by: DocCharly65 on May 26, 2015, 06:57:25 AM
Nice idea and interesting place for a house!

Perhaps you'd better delete the lightsource in the house (i think I see one there?)
Or you set a quite dark sunset to give it more sense.
Title: Re: Sunday Doodle # 23
Post by: bobbystahr on May 26, 2015, 10:00:46 AM
Quote from: DocCharly65 on May 26, 2015, 06:57:25 AM
Nice idea and interesting place for a house!

Perhaps you'd better delete the lightsource in the house (i think I see one there?)
Or you set a quite dark sunset to give it more sense.

The house has transparent light blue windows and part of the challenge was to get blue glass showing hence the need for light in the bldg. Maybe I'll dial it back a bit.
Title: Re: Sunday Doodle # 23
Post by: bobbystahr on May 26, 2015, 10:05:22 AM
Quote from: Hannes on May 26, 2015, 03:15:01 AM
You might try to get a texture with less sunlight in. It always loks a bit strange, when the texture's lighting doesn't match the actual light.
Btw, did you use "through camera" as projection type in your image map shader?

Yeah that had dawned on me, better choice of images would be better. Was trying to 'dull' it down with the PF child but wasn't entirely successful.I don't have it up but I suspect Y projection maybe rotated 90 degrees on the X so it looks better but I might not have thought that through yet, this is a redo of an early TG2 project that keeps coming back. Back t'werk....
Title: Re: Sunday Doodle # 23
Post by: Hannes on May 26, 2015, 10:07:23 AM
Sometimes it helps to use an additional camera pointing at the object or terrain from a different angle to make the camera projection less obvious.
Title: Re: Sunday Doodle # 23
Post by: bobbystahr on May 26, 2015, 10:14:25 AM
Quote from: Hannes on May 26, 2015, 10:07:23 AM
Sometimes it helps to use an additional camera pointing at the object or terrain from a different angle to make the camera projection less obvious.

noted thanks
Title: Re: Sunday Doodle # 23
Post by: TheBadger on May 27, 2015, 10:49:11 PM
This image just makes me wish I was a rich.