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- Date: Thu, 2 Oct 1997 19:12:55 GMT
- From: Adrian Martin <adrian.martin@UPN.CO.UK>
- Subject: [IML] CHAT: Mouldy Old Walls
-
- I am trying to model a castle at the moment, I've modeled the walls and
- turrets, and I am now building up some brushes and textures to make it look like
- stone. It's looking ok at the moment but it's to clean!
-
- At present I've used two repeating brushes, one for the bumps, and one for
- colour.
-
- I want the wall to look like they are covered in Lichen and Algae, the Dirt
- texture just looks misty( perhaps I need to play with it more?), and the cameo
- tex is almost right but its edges are just to hard.
-
- One problem I have is the colour map repeats obviously, and I was hoping to
- hide this underneath some algae/lichen, without resorting to a masive dirt
- brush.
-
- Has anybody any examples/advice for me use as a starting point?
-
- ---------------------------------
-
- Date: Thu, 2 Oct 1997 13:06:35 -0700
- From: Matt Kropp <cmkropp@HOME.NET>
- Subject: Re: [IML] CHAT: Mouldy Old Walls
-
- Off the top of my head I can think of a way to do it with no brushmaps.
- How about using a brick texture with the brick sizes set to look more like
- stone proportions. Then on top of that put Ingvar's Fractal Bump texture
- to give the bricks a rough stone look. Then on top of that put the monster
- texture with the color set to a green color and scaled down small.
-
- It might work. This looks like a good idea for a new texture though.
-
- Ingvar Lybing has made some very nice fractal textures. You can get them
- at:
-
- http://home1.swipnet.se/~w-14897/textures/textures.htm
-
- ---------------------------------
-
- Date: Thu, 2 Oct 1997 16:16:05 -0500
- From: Tom DeLaney <toto@midusa.net>
-
- Take a look here and see if this is what you are after.
-
- http://homepage.netspaceonline.com/~toto/misc/dungeon/dungeon.htm
-
- Tom
-
- ---------------------------------
-
- Date: Fri, 3 Oct 1997 06:05:09 +0100
- From: Martin Lykke <opedion@PIP.DKNET.DK>
-
- Rich Maurice made this picture for the IRTC. There's some VERY dirty rocks.
- Maybe Rich would help you with this?
-
- Go to the following URL to see the picture:
- http://www.irtc.org/ftp/pub/competition-Jul-Aug-97/dtemple.jpg
-
- And here for some info on how the picture was made:
- http://www.irtc.org/ftp/pub/competition-Jul-Aug-97/dtemple.txt
-
- Read the txt file... Rich wrote ALOT on how he did this scene.
-
- ----
- Date: Fri, 3 Oct 1997 22:55:49 +0100
- From: Martin Lykke <opedion@PIP.DKNET.DK>
- UPS!!!!!!!!
- Sorry Nigel!
- Ofcause Nigel Denton-Howes made the dtemple picture for the IRTC, not Rich.
- ----
- ---------------------------------
-
- Date: Fri, 3 Oct 1997 23:21:31 -0500
- From: Tom DeLaney <toto@MIDUSA.NET>
-
- To those who are interested in how I did the dungeon wall. I only use
- procedural textures. Including a couple of Alan's. Since I don't have time
- to do a tutorial on how I did it, if you are interested send me an email and
- I will send you the object I used. There are 6 states which are just
- different settings of the textures. I have to go to Denver for a week on
- business but I will send out what I can before I go. And get the rest when I
- get back.
-
- ---------------------------------
-
- Date: Sun, 5 Oct 1997 13:45:07 +0400
- From: Charles Blaquière <blaq@INTERLOG.COM>
-
- Ash R. J. Wyllie wrote:
- >
- > >Adrian, to camouflage obvious brushmap repetition, just use more than
- > >one brushmap, making sure each map's size, in Imagine units, is
- > >unrelated to the others'. For example, use brush 1 at 25 x 25 units,
- > >brush 2 at 31.7 x 31.7, brush 3 at 43.9 x 43.9 units. The resulting
- > >pattern will be non-repeating.
- >
- > The described two brush scheme will repeat in
- > Least Common MultipleBrush 1,Brush 2) in each direction. In
- > your example the numbers look relatively prime so the repeat 347907.5. Big
- > enough for most walls.
-
- Uh, that's what I get for deciding to make a message math-free. <g>
- Still, the central message is, you can create amazingly large brushmaps
- with just 2-3 tiny ones, saving an incredible amount of memory.
-
- If calculations are correct, in the example I gave, the 3 small
- brushmaps use approximately _340,000_ times less memory than a single
- instance of the (huge) repeating pattern.
-