Thanks again Leigh, fantastic as usual.
Now, about your window: some Windex, a scouring pad, and some white paint will do wonders…
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Thanks again Leigh, fantastic as usual.
Now, about your window: some Windex, a scouring pad, and some white paint will do wonders…
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Thanks for the new tutorial Leigh - as always you even get right into the grimy corners and explain everything in easy to understand terms.
hi Leigh,
I am always excited to see you write something new on texturing. Its obvious that you have an extreme passion for understanding the nature of real world surfaces. I teach a few Maya courses and I always tell my students to check out your website. I think you have an excellent talent for understanding and explaining how to reproduce surfaces in a 3D environment. Just wanted to give you props and tell you to keep up the good work. I always look forward to your insightful articles and tutorials.
mixtus
mmm… love it:love:
just what a texturing dummie like me needs:)
i´ve always had trouble figuring out all these settings. so to me, to see it with pics really helps a lot.
give us more…
good to see that a local is ripping the art apart and helping the global become familiar…thanks for the info.
when light hits an object, it also creates darkness…
Thanks for taking the time to produce this great information!
I will search for the previous work you have done, assuming since this is “6”, there must be 5 others!
Keep it coming!:buttrock:
One thing that lots of people forget with flat plates of glass is to create it as a 3d object with depth, and air surfaces. These are very important for making the refraction look correct. Also, if you look straight at a flat plane of glass, the distortion is much less than if you looked through it at an angle.
Whenever air meets glass or some other surface you get an air surface. If you are modeling and rendering a glass of water you have to have refraction values for the air, the water,and the glass. Refraction only happens when the material that light is passing through changes. If you are inside a solid block of glass you won’t see any refraction, but when looking at light through glass, water, jello, or whatever the light bends to go through the new molecules…
Did that help?
~illicit
yes. i think i got the point ![]()
thanks 
i also found a nice tutorial (in german :hmm: )
which briefly handels air sufacves.
Another great thank you to leigh!! ![]()
Now go back and finish that LW book so you can start the PS one! plzzzzzzzzzzzzzzzzzzzzzzz
illicit said:
If you are modeling and rendering a glass of water you have to have refraction values for the air, the water,and the glass.
how do you apply refraction for the air?
I mean if u have a glass with water you have 2 models. the glass and the water and both have refraction values applied.
but i never head about people modelling the air.
:shrug:
or is there away to calculate both the refraction of the glass and the air and to apply it to the glass model?
if i understood right the air surfice has to be the same shape as your glass object (but normals are fliped). then you need to say to your software not to render this surface(but still calculate the refraction of light caused by it) . in Lightwave this is done by clicking on “Unseen by Camera” in Object properties -> Rendering …
Am i right?:shrug:
There was .pdf files for the other Texturing Workshops(1-5). Anyone have one for this one?
thanks
Thanks leigh! great tuts! Your avatar is visually pleasing to the eye too, ya cutie. Thx for the very professional information. 