jaboo224 Posted November 24, 2006 Report Posted November 24, 2006 yeah looks sorta like some of the techniques of http://www.debevec.org/ ... not completely sure, but still is amazing Quote
TeddyBear Posted November 24, 2006 Report Posted November 24, 2006 Thanks Ah... yes, the results are quite alike. However, the methods differ alot. For instance, Debevec makes use of equipment worth great sums of money and big studios, my method makes use of a cheap digital camera and nothing more. Also, I'm quite excited about the new addition. It is a program that reads any displacement/height/bump/whatever-you-want-to-call-it map and calculates a well structured model of it. This can of course be applied to more than photographically generated displacement maps. With this tool you can for example simply paint structures that are complex to model and then convert the texture information to a model with a highly tailor-made structure. Quote
michi.be Posted November 25, 2006 Report Posted November 25, 2006 philippK how do you render such pictures in the viewport? are theese shots from the 3dsmax viewport using a dx9 shader? ( http://philipk.net/other/rockymountains.jpg ) Quote
D3ads Posted November 26, 2006 Report Posted November 26, 2006 Not bad, but there's a little repetition there that's obvious which kills the illusion of having a seamless surface. Quote
jaboo224 Posted November 26, 2006 Report Posted November 26, 2006 ehh its for a short wall and isnt going to be tiled too much, maybe twice, three times at most.. Quote
Skjalg Posted November 27, 2006 Report Posted November 27, 2006 ehh its for a short wall and isnt going to be tiled too much, maybe twice, three times at most.. Doesn't matter, what he means is that your texture has repeating parts, which is a waste. Quote
jaboo224 Posted November 27, 2006 Report Posted November 27, 2006 hmmm now i get his point, i dont think the texture is completely lost, i will try to get rid of those cloned spots. seems to be mainly located in the center and a tiny bit to the left. its still a wip so i can salvage it so dont call it a waste Quote
D3ads Posted November 27, 2006 Report Posted November 27, 2006 It seems a bit pointless making it that long too, 512 is fair enough but 1024's too much unless you completely get rid of all repetition Quote
TeddyBear Posted November 27, 2006 Report Posted November 27, 2006 A half days work so far, no normal map for this one but I think it can stand on its own two legs. Quote
jaboo224 Posted November 28, 2006 Report Posted November 28, 2006 he looks like the deer i hit last year seriously tho thats awesome work Quote
TeddyBear Posted December 1, 2006 Report Posted December 1, 2006 Thanks Just a small update before I go to school: Quote
⌐■_■ Posted December 2, 2006 Report Posted December 2, 2006 holy shizzle that looks quite amazingly scary there Teddy! too bad i cant see the last screenie but this is really making me anctious! Quote
TeddyBear Posted December 2, 2006 Report Posted December 2, 2006 Thanks alot killertomato! I've had a very good friend of mine here tonight, he let me do some scans of his face and body. Here is some material of this night's experimental harvest: Diffuse+normal R-channel of normal Face normal map Quote
Meotwister Posted December 2, 2006 Report Posted December 2, 2006 lol still looking really amazing teddy. Cant wait to test it out for myself Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.