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Old 19th May 2006, 23:48   #1 (permalink)
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Dragon's Egg

Hello all. The idea of this project is the egg (see picture) with the shadow of a dragon in it (if you've seen the film Alien vs Predator or ever shone a torch through an egg you'll know what I mean). My only problem is I can't work out how to make the shadow. I've had a play around with lighting gels, as this seemed the obvious way to start, but had no luck . If anyone has a tip, I would be very glad.
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Old 20th May 2006, 17:21   #2 (permalink)
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Surprise!

Well, much to my surprise, a solid object placed inside the actual egg turns semi-transparent... so that's one way, now I just need to model what I want inside the egg.
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Old 20th May 2006, 17:59   #3 (permalink)
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Well, much to my surprise, a solid object placed inside the actual egg turns semi-transparent... so that's one way, now I just need to model what I want inside the egg.
This would have been my first sugestion, but you've figured it out already

Keep posting your progress.
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Old 20th May 2006, 21:43   #4 (permalink)
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Complete!!

True, but I was thinking logically and dismissed this (wrongly as it turns out). Modelled a dragon (it looks absolutely rubbish in Amapi) which provides a decent silhouette when placed inside. I'm now working on lighting so that I get the same coal-like rock outside. Pity that small renders dont do it justice... Rendered a 1280 x 1048 very high res screen of it, looks v nice and is now my background :D
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Old 20th May 2006, 21:51   #5 (permalink)
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Very nice. Would make a great book cover!
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Old 21st May 2006, 18:05   #6 (permalink)
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Next stage

Thanks :D

I've changed the lighting for it so that I get a more rocky feel. Let me know what you think. Pity that it looks a lot better at 1440x900 (The screen size of my nice new Macbook :D )
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Old 21st May 2006, 18:52   #7 (permalink)
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I don't really notice a huge difference between the 2 pics. But then that's what happens with smaller renders

The only thing is it is hard to tell the shape of the dragon inside the egg. If I didn't already know what it was then I don't think I could tell. I still think it looks fine as it is though
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Old 21st May 2006, 21:06   #8 (permalink)
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Dragon

Hmm, reckon I should lower the transparency of the dragon then?
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Old 21st May 2006, 21:13   #9 (permalink)
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Only you can decide - it's your picture after all . Just keep trying things until your happy. When you are happy, don't forget to post it in the gallery.
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Old 21st May 2006, 21:33   #10 (permalink)
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Better glow I suppose in 2nd render. I think the 1st is more subtle. Would be nice to see more of the wing, maybe a better angle or a claw next to it so the viewer instantly recognizes that it is a dragon. Also maybe a layered shader on the outside so we can tell it's a shell of an egg...
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Old 7th August 2007, 04:36   #11 (permalink)
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Time to revive this old thread... Is there any smart way to make a vine go across a bumpy surface? Or is tracing the route and modifying for width the best way of doing so? I have plans for this model, and have just hand-modelled a Cliff with ledge for it to sit on. Only problem is the smoothing makes it so slow to work with. Any hints?
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Old 7th August 2007, 07:08   #12 (permalink)
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http://graphics.uni-konstanz.de/~luft/ivy_generator/

FREE and WOW and modifiable!
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Old 7th August 2007, 10:56   #13 (permalink)
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I'll agree with all three of those statements. Especially the WOW.

EDIT: So much of a WOW, this needs to be publicised... is there a thread dedicated to free 3D resources anywhere? There's even a native OSX version.

One problem, Amapi doesn't know how to triangulate all faces...is there a way to do so?
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Old 7th August 2007, 11:21   #14 (permalink)
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export to 3ds format, then import the 3ds, then export in obj for the Ivy generator this mesh will be only used for ivy G:after you can dump it.
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Old 7th August 2007, 14:04   #15 (permalink)
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Hmm. Any other way? 3ds format doesn't like it...

Wait... it just did it itself... 2 cuts and it triangulated. Ah well, never look a gift horse in the mouth.

Ok, vines made and smoothed! Now a question regarding shaders. If I want to make parts of the vine orange and give out light, what is the best way to achieve this? I can think of two ways. The first is a multi-channel shader, but I wouldnt know how to light this, the 2nd is to manually cut bits out of the vines, then replace them with the glowing bits and use anything glows. This would take a long time and add possibly days onto the render time... what would the experts suggest? I'll try and get screenshots of my inspiration (Edanna age from Myst 3), but I have to work out how to get there first...
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Old 7th August 2007, 20:25   #16 (permalink)
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Shaders

Looking at the way it's been done in Myst, I've gone with the shader way. However, I'm having problems with this. I've created my texture map, but the scale is far too small, and I can't figure out how to make it larger. I am however happy with the shader. Quite simple, black (will be changed later) and an orange colour with bright red glow. I've attached a picture of a (unsmoothed) vine and a copy of the shader used.
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Old 8th August 2007, 14:59   #17 (permalink)
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With the help of some people, I'm getting there. I now need to learn how to create a seamless texture... As you can see, the tiled effect is way to noticeable. But it's looking good so far. Lighting is a bit suspicious, but given the calibration problems in the screen I'm using, I'm not going to worry too much about that till that's fixed.
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Old 8th August 2007, 22:59   #18 (permalink)
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thanks for that one Brian! The first time I found this they did not have the Mac version yet. Now I'm happy


hey Rowan, why not use a procedural shader...maybe cellular or spots
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Old 12th August 2007, 21:36   #19 (permalink)
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Sorted texture problem, now a problem with the egg. I'm resizing the egg down, but I can't get the feathering effect of the light to scale with it, it just turns into a light blob. What should I do to get this effect to persist?
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Old 12th August 2007, 22:42   #20 (permalink)
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As far as i know, Carrara rendering engine does take care of the size of the objects to do its rendering. So why scaling down your object ?
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