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nico
01-May-06, 16:25
This is a rigged model, rendered without textures in black and white. Then I overpainted it in Photoshop Elements. I think it's 50/50 3d/2d.
This isn't what I planned, but I love to play with my new Intuos :)

http://www.nicohagen.com/fileadmin/images/artwork/bug.jpg

quantum
01-May-06, 16:30
Hey, amazing!
Very interesting use of 2D techniques. True about the Intuos, I have one myself and love it.

jackblack
01-May-06, 21:32
Is the bloom the elements part? Blender has a bloom effect in the sequence editor, I don't know if it has as much as Elements.

nico
02-May-06, 03:09
I rendered with a blend texture mapped on normals to emit. This against a white background gave the bloom effect.

BgDM
02-May-06, 07:31
Very nice paint over nico. Really gives it a nice touch.

BgDM

Jothmom
02-May-06, 07:44
Jea this is really cool, nice 'textures'

Wolf
03-May-06, 03:13
How did you do that nice looking texture on your bee?

Sorry, I'm really bad at texturing, so please excuse my newbie question.

Many thanks,



Wolf.

SpindleRift
03-May-06, 17:20
How did you do that nice looking texture on your bee?

Sorry, I'm really bad at texturing, so please excuse my newbie question.

Many thanks,



Wolf.

Try reading the post before posting. You might learn something =P The texturing was done as post pro outside of blender. The explination is almost as important as the image, and if you read nothing else, you should at least read the authors post on the piece.

Wolf
04-May-06, 00:50
Uh, ok.

So he painted his texture on, outside Blender.

If he was to make an animation with the bee, does that mean he's going to paint 1000+ images, assuming it's a decent length animation.

I want to know how those guys texture their models that they use in the movies, surely they can't paint all the images in 3D movies, that'll be 500 000+ images to paint.

Anyhow, now that I know how he textured his picture, that answers my question.



Wolf

Iandefor
04-May-06, 01:19
I want to know how those guys texture their models that they use in the movies, surely they can't paint all the images in 3D movies, that'll be 500 000+ images to paint. I believe that there are commercial modeling programs capable of producing all the effects necessary. No external painting needed.

Man, that's a great image, Nico! I'm very impressed.

bugman_2000
04-May-06, 01:53
I believe that there are commercial modeling programs capable of producing all the effects necessary. No external painting needed.

It's a nice image, but I don't see anything here that couldn't be UV mapped. If you want to animate something like this, I presume you'd UV map the textures. Which can be done in Blender.

nico
04-May-06, 05:59
Thanks for the comments.

The only reason I did the 'texturing' after rendering was a simple inspirational moment and joy of my graphics tablet. Just wanted to see how it would work out.

For animation, it would have to be UV-mapped, which would have given a very different result.

Nico

nikko
04-May-06, 15:13
very cool insect!!!

Wolf
05-May-06, 12:29
Yes, that's what I wanted to know.

If you UV map it, and I've seen many models looking nice like this UV mapped I think, can you create a rough looking skin?

I've tried UV mapping and I keep getting textures that looks like paint, it doesn't have any 'roughness' to it, really.



Wolf.

bugman_2000
05-May-06, 12:56
can you create a rough looking skin?

Yes. UV mapped textures can be mapped in the same way that other textures can be mapped, to a variety of different surface qualities. For example, by selecting the "nor" button in Map To you'll get normal mapping, also called "bump mapping" which will make the darker portions of the texture appear to stick out from the surface and the light portions stick in (or the reverse, where the light portions stick out). This will give you textures that appear bumpy or rough on the surface of your object. You can put multiple textures on an object, so you can do the color texturing and the normal texturing separately. You can also map textures to specularity, hardness, alpha values, etc. And you can map the same texture to multiple values as well.


For animation, it would have to be UV-mapped, which would have given a very different result.
Just out of curiosity, what aspects of this illustration do you think would be most difficult or impossible to recreate with UV mapping? I'm not as experienced with it as I think you are, so I'll take your word for it, but I'd like to know more about what the limitations of UV mapping would be here.