"Where are we?" Part 2
Re: "Where are we?" Part 2
and another with a stand-alone image editing app called 'toy camera'
Here is the link to download it (free). Don't download the 'analogcolor' one because it leaves a watermark on your image.
http://www.pentacom.jp/pentacom/products.html
Here is the link to download it (free). Don't download the 'analogcolor' one because it leaves a watermark on your image.
http://www.pentacom.jp/pentacom/products.html
- Attachments
-
- toy.jpg (603.64 KiB) Viewed 12888 times
-
- Picture 1.png (84.11 KiB) Viewed 12885 times
Oli
-
- Posts: 52
- Joined: Thu Sep 17, 2009 10:06 am
Re: "Where are we?" Part 2
whoa it looks so much better with less green in it. More natural, if that's applicable
_______________________
Phil Meadows The Succinct
Phil Meadows The Succinct
-
- Posts: 1779
- Joined: Fri Mar 20, 2009 3:43 pm
- SketchUp: 7.1
- Location: Guayaquil, Ecuador
- Contact:
Re: "Where are we?" Part 2
Does Toycamera accept an .hdr as input?
Re: "Where are we?" Part 2
doubt it but try it....only takes a few seconds to download. You just drag and drop an image into the preview window.
Oli
-
- Posts: 470
- Joined: Fri Aug 28, 2009 4:36 pm
- SketchUp: 8
- Location: French Riviera (Nice)
- Contact:
Re: "Where are we?" Part 2
Impressive image Oli, bravo...
Cheers, Fred.
http://www.fredericmoro.com
Interior scene tutorial on Sketchup Artist http://www.sketchupartists.org/tutorial ... ht-render/
http://www.fredericmoro.com
Interior scene tutorial on Sketchup Artist http://www.sketchupartists.org/tutorial ... ht-render/
Re: "Where are we?" Part 2
Amazing Oli... but how did you apply textures in that way inside sketchup? is that some kind of projection? Thanks for your help!
Re: "Where are we?" Part 2
1) show hidden geometry
2) then click on one of the triangles that make up the mesh
3) Import and resize large texture onto that triangle
4) Sample that texture using the ink dropper tool
5) then apply it to the rest of the model (at this point you could project that texture)
You can only do this with a good high res seamless texture.
I 'textured' the path in photoshop by just painting another image of rocks etc.
I will texture it properly later....you can separate each 'trunk' with tools-on-surface plugin and texture individually-the new freehand tool is great.
2) then click on one of the triangles that make up the mesh
3) Import and resize large texture onto that triangle
4) Sample that texture using the ink dropper tool
5) then apply it to the rest of the model (at this point you could project that texture)
You can only do this with a good high res seamless texture.
I 'textured' the path in photoshop by just painting another image of rocks etc.
I will texture it properly later....you can separate each 'trunk' with tools-on-surface plugin and texture individually-the new freehand tool is great.
Last edited by olishea on Sun Oct 25, 2009 8:28 pm, edited 1 time in total.
Oli
Re: "Where are we?" Part 2
Thanks for the explanation... and once again congrats for such a good work!
Re: "Where are we?" Part 2
Thanks, no probs. It's still a WIP so more to come. Any high quality large texture should tile nicely on stuff like this....but projecting textures causes horrible stretching most of the time. It depends on what you are texturing though....sometimes projecting works very nicely. This was just a large damaged concrete texture from cgtextures.
Whaat's UV tools at sketchucation.com can texture spheres/cylinders etc nicely but it's not very consistent I find
Whaat's UV tools at sketchucation.com can texture spheres/cylinders etc nicely but it's not very consistent I find
Oli
Who is online
Users browsing this forum: No registered users and 3 guests