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Nelson Arms House WIP
This is a very old .iob that I built after discovering the utility of Sub Groups in texturing. I converted it to an .obj for use in my current rendering program, Terragen 3 but alas no sub groups. It has 12 separate suites, 6, 1 room bachelor suites in front, the deluxe 2 room suites away from the street and a detailed hallway with stairs. After about 2 days tweaking I got this textured nicely and thought I'd like to share my first rendered .iob in a couple of years. Excuse the lo res...WIP...sux not having Imagine on this box but it will have to wait till I re do the O/S.

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Album name:BobbyStahrWorld
Submitted by:bobbystahr  
Keywords:terregen modeling building
File Size:276 KB
Dimensions:800 x 450 pixels
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Poster Thread
Posted: 2015/3/28 5:57  Updated: 2015/3/28 5:57
Home away from home
Joined: 2008/3/4
From: Colorado
Posts: 309
 Re: Nelson Arms House WIP
how's texturing in Terragen? main reason I stick with imagine is the procedural textures, I can never quit duplicate them in other programs :(


Poster Thread
Posted: 2015/4/2 2:35  Updated: 2015/4/2 2:35
Home away from home
Joined: 2004/4/10
From: WinnipegManCan
Posts: 1255
 Re: Nelson Arms House WIP
Well if you are good at math there is a ton of stuff you can do. There is the basic shader which they call a Power Fractal as it has many flavours in it's interface and is used for both colour and displacement. In fact the base terrain is a Power Fractal masked by a Simple Shape Shader to give a flat area at 0,0,0, This Terragen is a complete spherical planet not an infinite plane by the way.
The terrain is coloured with Surface layers which operate a lot like Photoshop or Terragen Classic, and are quite powerful.
To get objects into terragen they must be .obj and converted with PoseRay a free and very powerful app. So you have to convert the .iob to .obj and will lose sub groups so I'd advise spliting out all the sub groups so they are separate objects and grouping them pre conversion so they come as an .obj with a parts list which thru PoseRay gives you a materials list as well and map-able because TG2_3 require U/V mapping to work. Fortunately Pose Ray does that, I use Cubic unless I'm dealing with a plane or the like, and have gotten quite good at image mapping, Imagine's procedurals sadly don't translate. The Power Fractal for example is useable like the dirt.itx and with a Distribution shader for Height and Slope it does a fine Mountain Top.itx (I think that's the name, been a while)
I'd recommend dl-ing and giving it a try..just for the real world atmosphere on a spherical planet....
Check my Rendo Gallery for examples, all the recent stuff is TG3 renders.

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