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#23 (permalink) |
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New Member
![]() 37
- 6
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Modeling Progress
Thanks everyone for all nice comments. It's getting there, almost done with modeling. Have the chair left, a few little details and some things to correct.
I won't be getting bogged down trying to do the entire building anymore, going to finish the barber shop interior and the barber shop side exterior of the building. I'll find two interesting compositions of each as my final submissions. ![]() ![]() |
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#25 (permalink) |
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New Member
![]() 37
- 6
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Been Away for a Little While....
Haven't had any free time all last week to work, but got in some shader development last night and tonight.
Here are the two complex surface shaders, I will make simpler versions for surfaces that don't need all that detail. All will be in CgFX in maya viewport; made in Mental Mill. I have extra time in the end I'll try to add a few little extra bells and whistles. General Surface: Started off with a messy shader l that I made for the last contest "cornered", and cleaned it up and tweaked it. Features: - Linear Color Space: Gamma correction, output gamma control - Color texture input - Detail texture input - Normal texture input - Cubemap reflections - Reflection mask texture input - Frenel control - 2nd UV set lightmap - Exposure adjustment ![]() Window Glass Made a window glass shader that lerps between a refracted and reflected environment lookup, also distorted by a normal texture. An RGBA color texture gets lerped on-top of the result. Images below are just using temporary test textures ![]() temp textures: ![]() visual target: ![]() Time sure seems to be running out really quickly! Good luck everyone, I'm seeing some fantastic progress on this contest. |
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