Page 1 of 2 12 LastLast
Results 1 to 15 of 23

Thread: Death of a rose

  1. #1
    Polygon assembler pixelranger's Avatar
    Join Date
    Feb 2003
    Location
    London, UK
    Posts
    344

    Death of a rose

    Just a personal project..






  2. #2
    Digital Ho HowardM's Avatar
    Join Date
    Feb 2003
    Location
    London, England
    Posts
    1,042
    thats so sad...who broke youre heart man!?


    I really like the leaves and petals, nothing CG looking there!
    Lets see a wireframe! Those just really good SudD leaves with clipmaps? The jagged edges are nice....the shine on the stem is good...all around sweet rose!

    That HDRI lighting?

  3. #3
    Person of Lordly Stature oxyg3n's Avatar
    Join Date
    Feb 2003
    Location
    Santa Clara, California
    Posts
    371
    Wow, that is really nice.

    How did you get the color variations in the petals? Is it a color map or did you aslo use a diffuse map?

  4. #4
    Polygon assembler pixelranger's Avatar
    Join Date
    Feb 2003
    Location
    London, UK
    Posts
    344
    Thanks for the domment. Yeah two different rose petals (two different rose petal surfaces, that is, to get some variation) and the jagged edges are transparency maps (not clip maps).

    Here's a wire:


  5. #5
    Newbie Member Userdelta's Avatar
    Join Date
    Feb 2003
    Location
    Gotham City
    Posts
    41
    great modelling and texturing, just needs a bit of tranlucency on the petals and leaves should add that realism
    Fighting crime wherever I go!
    -------------------------------------
    [url=http://www.lightwave3d.com/tutorials/modeling/head/index.html]Download my head modelling videos.[/url]

  6. #6
    Polygon assembler pixelranger's Avatar
    Join Date
    Feb 2003
    Location
    London, UK
    Posts
    344
    Thank you. The petals actually have a lot of translucency and is optimized for another camera angle. The problem is that the petals are "single" patches with no thickness, so the translucency looks rather crispy, flat and with no internal falloff like f.ex one would get with G2. I guess I could've added thickness to the petals (I don't lose any UV maps when I extrude), but the petals use a transparency map so maybe that'll look funny around some edges.. but I'll try it out as soon as I get my hands on that sweet thing from Worley. I just have to buy food prior to plugins this month.


    Last edited by pixelranger; 02-18-2003 at 10:21 AM.

  7. #7
    Newbie Member
    Join Date
    Feb 2003
    Location
    undecided
    Posts
    42
    man I would love to know how you made this. I have a short film that needed just this in reverse. I had a crude tracking device and filmed through three days but my results are nowhere as good as yours. Any chance of a tutorial or pointing in the right direction.

    Amazing work

  8. #8
    Polygon assembler pixelranger's Avatar
    Join Date
    Feb 2003
    Location
    London, UK
    Posts
    344
    Better yet, I'll give you the model with textures and the scene in reverse
    It contains over 200 bones and 40 selction sets and morphing

    Just mail me and I'll send it back to you.

  9. #9
    Newbie Member ran205's Avatar
    Join Date
    Feb 2003
    Location
    Clinton Twp., MI.
    Posts
    33

    Smile

    excellent work Pixel nice detail

  10. #10
    superb...
    Live your passion and you will reach the high level of render

  11. #11
    Polygon assembler pixelranger's Avatar
    Join Date
    Feb 2003
    Location
    London, UK
    Posts
    344
    Thanx!

    oxyg3n: the color variations come from a mixture of translucency map, diffuse map, no color image map, but a couple of gradients and procedurals. The spec, translucency and bump maps are the same as the diffuse image map and gradients. Half of the petals have a different surface name and use a different UV map with a belonging set of image maps. this also gives the impression of variation.

  12. #12
    Re Member the bender Schwing's Avatar
    Join Date
    Feb 2003
    Location
    America, financially destitute
    Posts
    209
    Texture work looks great. Nice depth. I thought the spec. on the stem could be a little higher. But then again, it is dying. A dozen of these would be killer.
    If time is money, then how can we spend our free time?
    3.2GHZ - 2Gb - XP Pro (SP2)

  13. #13
    Newbie Member sasapp's Avatar
    Join Date
    Feb 2003
    Location
    Colorado
    Posts
    12

    sweet, but check out thickener

    Awesome job! I've been meaning to do a rose for awhile. I thought you might want to check out this free plugin:

    http://www.blochi.com/gfx/thickener_en.html

    It should be perfect for you. If you do this (add thickness) wouldn't it be better to use the alpha maps you are currently using for transparency, for clip maps. If anyone can outline the pros and cons of trans map vs. clip map and when to use what, could you please post.

  14. #14
    Red Mage Celshader's Avatar
    Join Date
    Feb 2003
    Location
    Burbank, California
    Posts
    1,817
    Beautiful! Cool rose!

    ---

    Any chance of a tutorial or pointing in the right direction.
    I wrote a tutorial on modeling a celshaded rose blossom for issue #6 of Newtekpro magazine, for what it's worth:
    http://www.celshader.com/gallery/roses/

    If you have a copy of that issue, check it out!
    Jen's 3D -- LightWave stuff.
    Jen's 2D -- my comic book.

    Python is my smashing board. LightWave is my S.M.A.K.

  15. #15
    ddeaco
    Guest

    Talking

    Thats very cool, u sure its not a photo? Nar, good work

    Dave

Page 1 of 2 12 LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •