Moderator: General Discussion Moderators
Wear it out a little bit.
- The Enlightened Florist
- Posts: 284
- Joined: Tue Jul 18, 2006 02:22 pm
- Location: Among The Living
I'll make a suggestion about that other staindglass texture (the final one):
http://www.rapineau.perso.cegetel.net/t ... 0265_2.png
I think that it actually could be very good and acceptable if only the ripples weren't so tiny. Try experimenting the ripple effect you used and make larger ripples.
This way it is hard to tell if the glass is reflecting the interior or if it is fake semi-transparency.
- Caleb's Bootlicker
- Posts: 57
- Joined: Sat Aug 14, 2004 02:33 am
- Location: Orillia, ON Canada
Anyway - regarding the stained glass and the other tex's, you should remember one thing - bump maps and normals. If you think ahead, you can save youself the agony of trying to paint lighting effects such as shimmering glass, reflections and/or shadows, by creating separate images for these elements. The version of the stained glass prior to the addition of the shine, could have been created much more realistically via a normal map - or at least, a bump map - which would make it react dynamically and there be much more convincing. Just think of the glass as you walk by it - the "shine" should "pass over" the glass in relation to the ambient light - the reflection is not effective as a static element - not in this day and age of gaming graphics
Keep up the work though - the content can be spiffed up later, if you're willing to churn out something that's good enough to fill the gap. Just my opinion, as a formerly regular art contributor, who got lost in the details and therefore lost his resolve - don't be like me!