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Here's a render with some of the texturing in place:![]()
The air-intakes on the engine hood are just textures, not geometry. Here's the top texture:![]()
The calculations are a bit cryptic; I found that the top stripes are between x = 1.19 and 1.29, and the top expression and curve parts places them there. Using x - y will rotate the stripes 45 degrees. The bottom expression makes all the stripes; subtracting x/2 makes the stripes progressively slanted towards the edges, and the curve (periodic) is the shape of each hole/metal. The Greater Than 0.5 makes the hole transparent.
The bottom texture:![]()
This is a similar texture, but it is horisontal instead of vertical, and there's an extra limiting function to make four separate sections.
The two textures are applied to the appropriate polygons:![]()
It's not entirely correct, but good enough for me.
H
Last edited by helge-h (April 9, 2010, 11:41 am)
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That´s still magic to me.
What education or drugs do I need to figure that out? 
I hope I can learn something here. (I try)
(I still need UVs)
Well done!
Last edited by Vidiot (January 30, 2010, 3:44 am)
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Well, normally it isn't an advantage to be a geek, but in this case it is. (No drugs. Just Earl Grey tea. I'm not sure that helps, though.) And I have done some images with POV-Ray, and that is entirely done with programming, as you may know. (There are some really geeky people over there, they scare even me.)
UV textures are great, especially for low-poly models, but here it didn't work for me. I quite like the per-face/vertex method with layered textures in AoI. I thought about using that on the whole model; with projected images on all sides, but that required too many and too large images, making it too "heavy" to work with. (I guess being lazy also helps; you figure out complex ways of doing things instead of doing some real work.)
H
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I had planned to make the beetle rather old and worn, but the render times get too long for my liking, so I'll keep it shiny. (Unfortunately this makes this thread obsolete; sorry about that.)
There are a few things to keep in mind when working with textures, as I found out:
Do not delete any texture that is applied to an object, this will result in an unreadable object the next time the file is opened. With large projects this is a laborious task, I wish AoI would check if a texture is in use and give a warning.
It's a good idea to apply the right kind of texture from the beginning (for example uv texture or procedural), otherwise it will be a big job to change them later. But of course, this is not always possible.
As I said in the other thread, it's not a good idea to split such a model into several files; when the parts must be joined into one file after all, it will be a lot of duplicate textures to tidy up.
H
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Texture magic! I like the per-face, per-vertex method as well. Also, by avoiding using images, you are able to maintain a nice small file size. Great job on the air intakes!
Did you use a similar method for the tire rims, or are those parts of the geometry?
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Thanks, PhantomChick. The rims are just geometry, that was the easiest.
H
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Do not delete any texture that is applied to an object, this will result in an unreadable object the next time the file is opened.
Hey, something similar happen to me some weeks ago. I lost a couple of files. Lets check that behavior and then we should submit a bug ticket in sourceforge.
It's a good idea to apply the right kind of texture from the beginning (for example uv texture or procedural), otherwise it will be a big job to change them later. But of course, this is not always possible.
I'm not skilled in procedural textures, and in your place i would have used simple textures instead of uv or procedural. But i don't know why is that difficult to change them?
Now a request: what about a yellow car? They rule!
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mayid wrote:
But i don't know why is that difficult to change them?
It's because I used per-face layered textures on a lot of the elements. Then it's necessary to delete the old textures and add the new ones on each element, and then attatch the proper texture to the faces. I had to do it a few times, to each light, the bumpers, the chassis etc.
And you are right; I could have used simple textures for most of the parts as it turned out, but now I have the option to change them later.
(Yellows: look for it in another thread.)
H
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Ah! I remember. Yes it's difficult to change the layered textures. Hope we can imagine a better way to implement layered textures in the future. By now they're certainly awkward. And the only way i can figure to change easily a texture is transforming it (if no other object uses it).
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