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AWM Mars
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Joined: 06 Jan 2010
Posts: 1195
Location: Wilts England

PostPosted: Tue Nov 09, 2010 3:08 pm    Post subject: Reply with quote

I created this model today, spent more time in the material editor than building lol. Water and glass are quite hard to setup correctly.



It's a Glass Jug Kettle, based upon the one I use here at home. The dps file is quite large, mainly due to a couple of the textures I used, you can swap for your own ones Smile

http://www.working.yourinside.com/Models/Condiments/GlassKettle.dps

I played around with the water/glass material combination in Material Editor and came up with this result, using a different water texture and settings.


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harper
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Joined: 19 Jul 2007
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Location: Hamburg, Germany

PostPosted: Wed Nov 10, 2010 5:05 am    Post subject: Reply with quote

Looks really nice. And the texture with the smaller tiles is impressive.
Of course it is not so, but it looks nearly "bumped".
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AWM Mars
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Joined: 06 Jan 2010
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Location: Wilts England

PostPosted: Wed Nov 10, 2010 8:43 am    Post subject: Reply with quote

Yes, I have quite a few like that. I installed CrazyBump and went mad on nearly all my current collection of textures. CrazyBump creates not just Bump Maps, Occulsion, Specular etc etc, but also a '3D colour' version which has shadows, hilights etc included. If tweaked correctly, you can achieve a look like you see in the shot.





Enjoy Smile

Oh BTW, you are free to right click these pictures and save as onto your system for use in your own projects. Smile
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Last edited by AWM Mars on Tue Dec 14, 2010 9:58 pm; edited 1 time in total
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AWM Mars
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Joined: 06 Jan 2010
Posts: 1195
Location: Wilts England

PostPosted: Thu Nov 11, 2010 4:09 pm    Post subject: Reply with quote

More from the Scene Props section, this time a Cotton Reel, Needle and Thread.



There is a small section of thread hanging from the needle, that I added for greater realism, however it does add Polygons=362 Edges=738 Vertices=378 to the total shown in the picture, simply delete that if not needed. The textures are quite big, making the download around 900kb, I'm sure you have your own textures, or optimise the ones supplied, more.

http://www.working.yourinside.com/Models/SceneProps/NeedleNThread.dps
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chronozphere
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Joined: 20 Jun 2006
Posts: 1010
Location: Netherlands

PostPosted: Fri Nov 19, 2010 10:16 am    Post subject: Reply with quote

Wow.. you allready have an amazing collection of models made. Keep it up!
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AWM Mars
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Location: Wilts England

PostPosted: Sat Nov 20, 2010 9:06 am    Post subject: Reply with quote

chronozphere wrote:
Wow.. you allready have an amazing collection of models made. Keep it up!

Thanks, hopefully someone is making use of them.
Having made movies for many years, one of the biggest time consuming elements per movie is the set creation and 'dressing'. It's all the little things that we take for granted in a scene, that take hours to procure, and place so they look natural. It's those items that I think more about making. Here is an example http://www.wba-advertising.com/wba-internal/movement_test.html This underground car-park was made from scratch soley for this movie in Second Life, as were the animations. The movie was the preface to a commercial for the Avatar control system that I developed. Developed for movie making, but was later also used by our modelling agency on the runway.

As systems become more powerful and we can elaborate our Virtual Scenes to mimic more 'real life', then I believe models like those made here, can be included more and more. For the moment, I foresee these models being used mainly as center pieces or in 'still scenes'.
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AWM Mars
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PostPosted: Tue Dec 14, 2010 8:17 pm    Post subject: Reply with quote

I've been putting together some models for a friend, so he can use them in his game. I also want to share them with you all as usual Smile

I've put them into a zip file, they are all dps format, so come with textures etc.

Here is a collage of whats in the file:


http://www.working.yourinside.com/DeleD/Models/OfficeItems.zip
Download and unzip this file, and it will create a folder with all the dps files inside.
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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Wed Dec 15, 2010 1:51 am    Post subject: Reply with quote

Those look tooooo real. Great work. Smile
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Jeroen
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Joined: 07 Aug 2004
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Location: The Netherlands

PostPosted: Wed Dec 15, 2010 7:31 am    Post subject: Reply with quote

Shocked They're absolutely great! *Downloading now* Very Happy
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AWM Mars
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Joined: 06 Jan 2010
Posts: 1195
Location: Wilts England

PostPosted: Wed Dec 15, 2010 12:20 pm    Post subject: Reply with quote

Thanks for the feedback and appreciation Very Happy

I've been working on other items for this project of a friend, and will list the models here individually so you can choose which you want.


Model: http://www.working.yourinside.com/DeleD/Models/4LeatherBooks.dps


Model: http://www.working.yourinside.com/DeleD/Models/LeatherBook1.dps


Model: http://www.working.yourinside.com/DeleD/Models/OpenLeatherBook.dps


Model: http://www.working.yourinside.com/DeleD/Models/OpenLeatherBook2.dps



Model: http://www.working.yourinside.com/DeleD/Models/OpenLeatherBook3.dps

As always, all models are in dps format (requires the package importer/export plug-in) and textures used. Enjoy Smile
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AWM Mars
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Location: Wilts England

PostPosted: Fri Dec 17, 2010 7:58 pm    Post subject: Reply with quote

I was busy developing the Christmas competition scene, when I got involved with creating Oil Lamps. I've spent several hours and came up with this example.



I have not used any PS trickery here, that is a DeleD scene. I've included the model and textures in a dps format, so you can explore the techniques used to create the light effect.
It is a mixture of a Glass PNG, a Flare PNG and Vertice Colours and Transparency values.

The soot on the top of the glass lens, was created by simply selecting the top vertices and making their colour in properties, to black, adjusting the transparency levels to make it look real. I then blended that by adjusting the transparencies and colour, on lower vertices.
The same technique was used with the Aura prim, combined with the Flare PNG texture being set to Add, not Replace or Alphablend. Again, adjusting the Alpha and colour vertice values on the edges, to get the aura to blend with the Glass behind.
The flare effect shows up in almost every direction, due to the texture mapping I setup.

The scene point light was set to a pale yellow, and an intensity of 300 with a short range.

Feel free to use the Oil Lamp in any of your projects, and of course the techniques/textures etc used Smile
http://www.working.yourinside.com/DeleD/Oil_Lamp/Oil_Lamp.dps
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John
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Joined: 22 Dec 2008
Posts: 182
Location: Houston, TX

PostPosted: Fri Dec 17, 2010 8:05 pm    Post subject: Reply with quote

Beautiful work. Smile
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AWM Mars
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Joined: 06 Jan 2010
Posts: 1195
Location: Wilts England

PostPosted: Fri Dec 17, 2010 8:44 pm    Post subject: Reply with quote

John wrote:
Beautiful work. Smile

Thanks... it got my juices flowing, so I made a flat plane and set it up with the texture and the vertice settings, so all you have to do is drop it into the view, rotate towards the camera and you have a lens flare from your lighting Cool

Actually working within DeleD


The dps file which includes the texture and plane.
http://www.working.yourinside.com/DeleD/Oil_Lamp/AuraLensFlare.dps

Enjoy Smile

[EDIT]
To adjust how much of the flare shows, select the inner four vertices, go into properties, then Vertice Colour, below the RGB values is the Alpha value. 255 is no alpha, 1 is 100% alpha. Leave the outer vertices set to value 1, otherwise you will begin to see the edges of the texture.
The texture must be set to cast no shadows, or receive any. I deselected all lightmap settings for this texture, so there should be no artifacts.

One issue I came across is, you may get shadow artifacts (despite them being turned off for this texture) if the Rectangular prim sticks through another surface.
[END EDIT]
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harper
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Joined: 19 Jul 2007
Posts: 283
Location: Hamburg, Germany

PostPosted: Sat Dec 18, 2010 11:41 am    Post subject: Lens flare Reply with quote

Congratulations!
Wonderful work, AWM. If this was a contest, you win.
I am just working on a similar project, a lantern.
So thanks for the idea of a "simulated" lens flare.
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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Sat Dec 18, 2010 10:50 pm    Post subject: Reply with quote

Wow, all the models look great, but I really like that lamp. Great job there.
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