Posts Tagged ‘textures’

Athenian House – Update

Monday, June 22nd, 2009

Some more work has taken place on the Athenian house. The plaster texture has been altered slightly to make it a little warmer coloured, the wood has been changed, windows have been added and the stone texture has been lightened slightly.

house8

The colour looks a little odd due to the colour of the roof overpowering the frame.

Still lots more work to be done.

Gold Pot

Wednesday, June 17th, 2009

Todays Model is of a gold pot from a Saxon grave. Gold is a material that is particularly hard to get right I have found after a very long period of trial and error. The current set up uses several noise nodes in order to get nice texture between the colours and a very low bump.

trial9

At this point your probably thinking to yourselves “those reflections look funny, I dont trust them at all.” It was this that led me to learn a very good lesson of the day.. Always make sure the background isnt plain black when using lightwave, or else it gives you nasty results, The corrected image is below.

trial11

The shading is controlled by a blinn shader and there is an gradient driven incidence node that creates the brown hue around the edges of the pot. Below is the completed node map for this material.

nodemap

The model was created, textured and rendered in Lightwave 9.6

Roman Shield

Monday, June 15th, 2009

Another model for my ever growing Roman collection, modelled, textured and rendered in Lightwave 9.6

shield2

This image used on the shield was created by me in Photoshop elements 7.

Roman Jug

Saturday, June 13th, 2009

Another model, again made and textured in Lightwave 9.6. This time a Roman Jug (yes there is a theme here).

jug1

Ive been playing with weight maps, which allow the material to be split into different areas so that different textures can be assigned to certain areas. On this model there are more scratches around the rim, the middle of the pot and the neck and handle.

I think I need to fiddle with the lighting a little bit in order to make it look less “flat”.

Noise Node Reference Guide

Saturday, January 24th, 2009

This is a reference guide as to what the noise nodes look like when they are applied to a square.

Each material is mapped to “object-parametic”and uses a black-white color map where black is -1 and white is 1.

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Ivy House Part 2

Friday, January 23rd, 2009

Started working on the background for the ivy house, pretty happy with how it came out.

final1-dark

Rough Guide to the Material Editor – Color and Alpha Tab – Part 3

Sunday, January 18th, 2009

In this third part of the the rough guide to the material editor, we will be exploring the Color and Alpha Tab of the advanced material editor

Part 4 will jump into the function editor for a preview of some of the cool stuff that can be done in there. Filters will also be covered there.

There will be a reference guide to the shapes of the noise functions in Part 4.

Firstly we will look at the Advanced Material Editor Color and Alpha Tab. Unless stated, all mapping is as “object parametric”.

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Rough Guide to the Material Editor – Part 2 – Getting to Know the Function Editor Graph

Saturday, January 17th, 2009

In this part of the rough guide we will look in more depth at the graph window and the controls that are availiable.

Using the Graph

There are various controls which allow you to move around and view different areas in the graph window and access different controls.

  • To pan around the graph, drag with the right mouse button held down
  • To zoom in and out use the zoom buttons
  • To zoom into an area, click the zoom area button and select and area to zoom into
  • To select a node click on it, its properties will be displayed int he bottom left corner
  • Nodes can be moved by dragging them to where ever you want them to be displayed

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Function Editor – A Learning Process – Part 1

Friday, January 16th, 2009

I am in the process of learning the function editor in Vue 7 Complete by using the fantastic tutorials at geek at play, the vue 7 manual and a lot of trial and error.

So far I am having a fair deal of sucess, in that its not as scary as it first appears, its just a case of learning where everything is and having the creativity to know what it is you want to achieve and how to make things more realistic.
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A final response from E-On

Tuesday, January 13th, 2009

Hi Richard,

We could finally fix this problem. The fix will be available in a future update. Thank you very much for your report.

Best regards.
John Canver

Success! Cant wait for the future update, hopefully not too far away at any rate.