John Keates
08-22-2004, 09:11 PM
Hi there Guys. I had some requests a while back to add some textures and colour variation to this model and I finally got round to doing this (due to some persuation). I am glad that I did.
http://gackland.pwp.blueyonder.co.uk/Whipper%20Snapper%20texture%20test%20copy.jpg
This model uses some of the newer features. Dynamic constraints on the "whips", soft reflection and reflection colour filter (thanks Yves for the last two). One tip on long chains with dynamic constraints is to use the "spring" version which gives you much better control over speed and stops the "floating through treacle" look.
I made her a fair bit more baroque. Hopefully there is a mix of styles in there. I emphesised the face at the bottom, gave her back an edge gradient "car paint" or "jewel beatle" look and a whole load of other stuff.
I am still open to the possibility of adding scruff marks and dents but I wanted her to appear a little like an apparition. I also wanted to make her intersting in design before relying on the old grunge.
I sanded up the legs a little. Not sure how it looks. I achieved it with the use of a gradient combiner which blends off the sand which is on a node of a noise combiner. This makes the sand look transparent were it blends off. I would prefer it if the sand was allway opaque but ther was just more of it at the tips. Any ideas how to do this (other than image maps)?
Oh, also, does anyone have any tips for using dof in multipass? Last time I tried I had a heck of a job keeping the main subject in fucus whilst giving the horizon a slight blur. I am even thinking of resorting to making a "jitter" action for the ground that would rotate it around a central pivot mid-frame.
Thanks for viewing
John
http://gackland.pwp.blueyonder.co.uk/Whipper%20Snapper%20texture%20test%20copy.jpg
This model uses some of the newer features. Dynamic constraints on the "whips", soft reflection and reflection colour filter (thanks Yves for the last two). One tip on long chains with dynamic constraints is to use the "spring" version which gives you much better control over speed and stops the "floating through treacle" look.
I made her a fair bit more baroque. Hopefully there is a mix of styles in there. I emphesised the face at the bottom, gave her back an edge gradient "car paint" or "jewel beatle" look and a whole load of other stuff.
I am still open to the possibility of adding scruff marks and dents but I wanted her to appear a little like an apparition. I also wanted to make her intersting in design before relying on the old grunge.
I sanded up the legs a little. Not sure how it looks. I achieved it with the use of a gradient combiner which blends off the sand which is on a node of a noise combiner. This makes the sand look transparent were it blends off. I would prefer it if the sand was allway opaque but ther was just more of it at the tips. Any ideas how to do this (other than image maps)?
Oh, also, does anyone have any tips for using dof in multipass? Last time I tried I had a heck of a job keeping the main subject in fucus whilst giving the horizon a slight blur. I am even thinking of resorting to making a "jitter" action for the ground that would rotate it around a central pivot mid-frame.
Thanks for viewing
John
