David : cool what can I say you always have such great ideas…..Did you ever take on the hosting of the Bryce files for the website deal??? just wondered you never said…... mermaid: WOW these are super… the colors are wonderful…nice job…..Trish
Been away a while learning Hexagon.
I noticed someone asked what the Alphabet image in Wings’ UV Editor was for.
It’s just so that you can tell if a part of the map is flipped over (letters read backwards) or if there is any stretching in the map:
To demonstrate this in one image you can see some stretching where I’ve scaled up one edge of the model, the alphabet image shows the stretching that results. Some models may arrive with stretching on them (depending on the unwrapping method you’ve used) and such scaling of edges or faces or just moving a vert in the UV Editor window may help to relieve this stretching.
You want as little such stretching as possible since this will distort your texture otherwise.
The other image shows a face that has alphabet letters displaying as backwards, sometimes this happens, and this indicates that you need to flip the face over.
But you can map with some faces flipped over (if that enables you to fit the pieces onto the map more easily - you want pieces to be as large as you can manage, so you aren’t wasting any space and so you can use as small an image texture as possible) and such flipped faces are no problem if it’s just a texture with random rust or similar.
But if you are using text or have something (like a painted row of buttons on a dress, or a number pad on a scifi door that needs to be in a specific place) - then you need to know which way round such faces are.
That’s what the alphabet image is for.
My Hexagon modelling has enabled me to do this:
(see image 3)
@fran: Yeah, I asked about the letters in the uv mapping window. I watch a Wings UV Mapping tutorial just the other day, and it should have dawned on me what they were for, but didn’t. Thanks for your explanation.
it is close to what I wanted. the water material is rotated on x axis, so that it can be looped for how ever long the scene is. although this is good for looping, there is some speed and shape variations on the 90 degree positions but I am happy with the variation. for a more constant flow you can use position on y axis for making motion but this is not easily looped because I run out of texture after a handful of seconds of animation, but does look the best. and depending on the scene timing would be the better choice.
now I am ready to try a terrain with a water feature of some kind perhaps a horizontal flow dropping down to other layers
@dana: Now that looks like falling water. Great improvement. If you could get that on the terrain you’re talking about it would look great.
I’ve neglected Bryce for a while because I’ve been trying to make something for Bryce using Sketchup, which has become a re-learning adventure. But I did follow David’s Wings tutorial creating the Mobius from a rod, before starting my Sketchup adventures. Actually, the image below is from two tutorials, the Mobius loop and the leatherette tutorials. For this image I increased the bump setting a bit more and played around with the color a tiny bit. Also added an HDRI just for reflections and rendered it using premium settings for the soft shadows only.
There is so much going on in this forum; no way to react to everything. The strange circular human figures of David are great, for example. Many other things too.
I’ll now drop a question to you. Which version of this Bryce abstract do you prefer:
Version a. Only a very limited postwork in Photoshop Elements (bit lighter and a bit more contrast) or
Version b. Via export as HDR saved and tonemapping in Picturenaut (not even very extreme).
I have my preference too, which I will indicate later.
thank you, couldn’t have got there with out your help, many thanks!
those shapes are great, it makes me want to fly a camera thru the space and watch all the light and reflections.
the use of HDRI is amazing, cant wait till I get there
thanks for showing how the mapping works, that totally makes sense.and the couch you did in Hex is perfect
really nailed the mapping and textures.
its hard to stay focused on my direction, everyone’s work makes me want to drop everything and start learning their techniques and tools, as I have said before, no shortage of inspiration and talent, awesome!