APRIL 06, 2004
Getting Amorphous in Amorphium, Part 2
Introducing textures and height maps into the process
David Nagel
Page 3 of 4

And, if I were to push my camera inside the object (as we discussed in Part 1 of this series) and render it right now, here's what it would look like.



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Now, if you're not happy with the look of your textures just yet, keep in mind that you can modify them simply by double-clicking the image of the texture in the Materials palette. It will call up a dialog box, allowing you to scale, texture and mirror each of your textures. Keep in mind that, for whatever reason, the higher the Scale values, the smaller your textures become. (I truly can't account for this oddity.)



Now, if I scale my Diffuse and Bump textures to "200 percent," here's the result.



Getting there, but I'm still not satisfied with the result, so I'm going to add in my same texture to the Refraction property (even though it will increas emy render time dramatically).



And I get this.



Then I'll use my texture map for Ambient Color as well.



Which results in this.



And now I'm pretty happy. However, I know how I could be happier: using a height map to create contrasting depth.



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