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Toys - Kvaalen
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Looks good, but unfinished :)
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Thanks, I'll be updating it soon. ;)
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Here is a little update. I think I'll remodel one or two of them and give some of the others more detail before I start with the textureing.
http://mapage.noos.fr/samuelLK/Chess_Wip_2.jpg |
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I added some small details but the pawn still bothers me :mad: .
Anyway, I added some temporary textures, all procedural. Here are the darker ones (call them black if you want but they aren't). I made the lighter ones too, but you'll see them later. Tell me what you think. |
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A chess match any one? :D
Here is another shot, I'm having problems with the procedural textures on the board, anyone know how to fix that? |
Not sure but it seems that the projecton axis for the texture is Y. Try X or Z. BTW nice update ;)
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Yeah, it is Y. If I use the X or Z projection it comes out the same or worse :mad: , I never really had luck making procedural wood texture on a flat surface.
Thanks anyway. |
The projection doesn't do anything for a procedural texture does it?? I thought it just followed the surface anyway...
Looks good so far anyway! One thing I'm not sure about is your checkerboard, I would rather see it without the brown stripes between the squares.... Or better yet you could go for the different colour leather squares. |
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The projection is fundamental in a procedural texture, expecially in a wood texture. Proc textures are 3D textures (like HV) and what you see is a slice created by the intersection between your object and the texture itself. Think at the texture like a huge (even if is infinite) cube in wich you put your object. In the following image you see a plane intersecting a simple wood procedural. In the first one the projecton is set to y, in the second to z and the third one is the same as second except that the texture has an offset in the y direction. It should be clear, looking at images, that a wood text is made by concentrc cylinders (assuming that turbulence is 0 and scale is the same in all axis) that expand from the center of the texture (x0 y0 z0) whose axis is parallel to the projection axis choosed. Hope this helps ;)
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hmm, think it's about time I have a doodle on procedural wood textures for our presets section, eh? :D
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Tank: Ill make a version of it without the stripes between the squares, If it loks better I'll keep it.
What do you mean by different colour leather squares? Buco: Thanks for the explanation, I know all that already but I tried it with all the projection axis, off sets, rotations... and it still didn't look right. I'll try a little more though. Philip: That would be great. I will also contribute the ones I used (other than the board :p ). ...and remember: hero is only one letter away from zero... :D |
...and cool is only one letter away from fool :D
(no pun intended) |
Sorry, I guess I wasn't that clear about the leather squares :)
It's just that I have a chessboard here that is a wooden and squares are made by pieces of leather riveted to the board. One is dyed black and the other is dyed a deep red colour. It's a pretty good effect. |
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I think I'm starting to get some good resaults on the board :) .
Here is the wood texture till now, tell me what you think. If you guys like it I'll upload it to the presets. |
And under Tanks request, here it is without the cracks and with red and black squares.
Tell me which you like better. |
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Oops, I forgot the picture! :D
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The wood is definitely better. About the colors I'm not sure; personally I prefer the shading on black and white version. Keep going the updates ;)
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Thanks, I like the black and whitw better too.
Should I leave the cracks or not? |
Kvaalen: wow.. that definatly alot better, great progress.. I would go with the white/black squares bit its a matter of opinion I guess..
And you should by all means upload the preset.. Good work //Matt |
oh I forgot.. I might be stupid, but I dont know what 'cracks' your refering too.. :confused:
Cheers //Matt |
I guess I should have explained what I meant by cracks.
If you look at the the black and white one, you'll see some wood(cracks) in between the squares. Tank advised that I get rid of them so I did that in the red and black one. I was just wondering which looks bette. |
I. L. C. (I Like Cracks :p )
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I will disagree with myself and say stick with black and white :)
and no cracks is my vote :) |
I would go for b/w squares and no cracks.
//Matt |
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I guess the most of you say no cracks, and black and white.
So that is what it'll be. BTW, I uploaded the wood texture for you guys. |
Looking cool, but its a bit too flat , and you should dirty up the Squares a bit.
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I agree the squares need dirtying up, but what do you mean by to flat?
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I mean you should model the chessboard, it seems , that its just a textured box. For example make some height-difference between the black-white and the wood area... or if you are crazy with lots of free time :), model each square separately, and place them manually, it should give it a realistic feel. And you should change the lightning, i really miss the shadows. And for example a little DoF will be great !
But it is for a model-competition, so these things are not really necessary... |
Oh, I see.
If you look at the earlier wips you'll see the there was detail between the squares, but people prefered it without. About the shadows and DOF, I'll put them once it is nolonger a wip. |
perhaps make a small edge between the square area and the wooden part of the bord, just beveling the woodarea would be suficent perhaps, also most chess boards Ive seen have numbers and letters on the sides ( A,B,C,D,E.. 1,2,3,4,5... ) as a positioning system, which also is essential when playing blindchess.
Cheers //Matt |
Ok, I'll put a "rim" around the part with the squares.
As for the A,B,C... 1,2,3... I never liked them, it makes it look like a baby's toy ;) . Thanks anyway. |
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Here are the final models.
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I'm entering the regular challenge.
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