"Where are we?" Part 2

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olishea
Posts: 768
Joined: Mon Sep 21, 2009 8:54 am

Re: "Where are we?" Part 2

Post by olishea » Thu Oct 22, 2009 9:59 am

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
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Oli

Phil Meadows
Posts: 52
Joined: Thu Sep 17, 2009 10:06 am

Re: "Where are we?" Part 2

Post by Phil Meadows » Thu Oct 22, 2009 5:59 pm

whoa it looks so much better with less green in it. More natural, if that's applicable :gj:
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Phil Meadows The Succinct

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Re: "Where are we?" Part 2

Post by Ecuadorian » Thu Oct 22, 2009 6:07 pm

Does Toycamera accept an .hdr as input?

olishea
Posts: 768
Joined: Mon Sep 21, 2009 8:54 am

Re: "Where are we?" Part 2

Post by olishea » Thu Oct 22, 2009 7:23 pm

doubt it but try it....only takes a few seconds to download. You just drag and drop an image into the preview window.
Oli

olishea
Posts: 768
Joined: Mon Sep 21, 2009 8:54 am

Re: "Where are we?" Part 2

Post by olishea » Fri Oct 23, 2009 11:57 am

No it doesn't.....its good for quick PP not advanced stuff.
Oli

fymoro
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Re: "Where are we?" Part 2

Post by fymoro » Sat Oct 24, 2009 6:20 am

Impressive image Oli, bravo... :rspkt:
Cheers, Fred.
http://www.fredericmoro.com
Interior scene tutorial on Sketchup Artist http://www.sketchupartists.org/tutorial ... ht-render/

Ibon
Posts: 61
Joined: Thu Aug 27, 2009 8:43 am

Re: "Where are we?" Part 2

Post by Ibon » Sun Oct 25, 2009 8:09 am

Amazing Oli... but how did you apply textures in that way inside sketchup? is that some kind of projection? Thanks for your help!

olishea
Posts: 768
Joined: Mon Sep 21, 2009 8:54 am

Re: "Where are we?" Part 2

Post by olishea » Sun Oct 25, 2009 4:05 pm

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.
Last edited by olishea on Sun Oct 25, 2009 8:28 pm, edited 1 time in total.
Oli

Ibon
Posts: 61
Joined: Thu Aug 27, 2009 8:43 am

Re: "Where are we?" Part 2

Post by Ibon » Sun Oct 25, 2009 4:16 pm

Thanks for the explanation... and once again congrats for such a good work!

olishea
Posts: 768
Joined: Mon Sep 21, 2009 8:54 am

Re: "Where are we?" Part 2

Post by olishea » Sun Oct 25, 2009 4:20 pm

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
Oli

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