Showing posts with label 3D ANM:251. Show all posts
Showing posts with label 3D ANM:251. Show all posts

Wednesday, April 28, 2010

Pump-King

          So this is a well overdue assignment for my Texture & Lighting class - though it's been done for a little while, it's been overdue to be posted on my blog for your eyes to see. What the project is, is that we're given a model of a pumpkin (as you can plainly see) and using only a noiseNode and adjusting the settings of that and the PhongE shader (so no actual 'texture' file used) we have to make a 'Chocolate', 'Copper', 'Leather', & 'Orange Peel' pumpkin. It's to teach us how things can be achieved using nothing but procedural textures. They should be pretty obvious which pumpkin is which material, but the only one i couldn't pin down is the Copper one - to me it still looks like a milk chocolatey kind of material.

-- Enjoy

Wednesday, March 31, 2010

...For Texture

          So it's been a while since i posted anything for....well anything. I've recently had to go part time at work (and i mean über part time...) so i could have excess time to get caught up with school work and everything else that has since been let go.

          So as i'm taking a break from the extremely large amount of demonstrational videos i've been watching, i figure i'll post some stuff on my blog and hopefully keep it up as the semester progresses.

          So the only thing that i really have to show so far is the "Alley Project" that was the first half of my Texture & Lighting course (finishing it counted as my midterm). We were given a blank model (basically the wall, door, handle, curb/street, and pipe attached to the wall), and have to add our own elements to it as well as create textures for everything using only photographs we take with out digital cameras.

          I'm not going to post all the pictures i used, but i will post the 'color' files for the wall and street so you can see what it all looks like.

          So the first image we have is called a "Beauty Pass" where it renders everything in view, applies any textures added to materials, and renders shadows based on the lighting situation. This image was rendered in MentalRay (so the shadows aren't so dark and there's some light bouncing happening). But for the most part, it's very simple.




          This pass is called "Ambient Occlusion" and it basically reads the proximety of objects to one another and adds shading depending on that data (it's also refered to as a "Dirt Layer/Pass"). This is usually rendered in it's own layer and multiplied over the Beauty Pass to add extra shading and light imitation.






          So when you put the two layers together you end up with this image. There's subtle differences, but you can still notice a difference between the two.

          I went ahead and did the same scene but at two different times - just to see how the lighting can kind of change your perception of the textures applied to the objects.











          I'll possibly post more about this later down the road....maybe even take a whole new set of pictures and redo all the textures - maybe.