Rawn (RawArt)
Texture Artist

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Posted: September 4, 2007 8:22 am |
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Rawn (RawArt)
Texture Artist

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I dig the alien eye look you put in here.
Though one thing That I really had to fix in my iridology filter from its original versions was having too many control elements. Plus finding ways to clean up alot of the inner workings to make it render faster.
Also you might want to (at least have an option to) turn off the reflection and highlights. They look cool, but become kinda useless when you want ot use it as a texture map for 3d applications.
Rawn
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Posted: September 4, 2007 8:25 am |
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Kraellin
Kraellin

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ok, this one has the same problem as the last 'eye' filter we saw. the color area is sunk into the white and makes it look unreal. If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig
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Posted: September 4, 2007 1:31 pm |
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selmo
Selmo

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Rawn (RawArt) wrote:
having too many control elements. |
So, I have a design philosophy question for y'all: Is it better to have too many controls, or not enough? Is it better for a filter to have few but easy-to-understand controls, even at the expense of reducing flexibility? Is the assumption that users can edit the filter manually if they need more control? (which would be easier if we could add comments / names to the components!)
Personally I prefer to expose a lot of controls to the user and let them decide what they wish to tweak, but even with careful ranges, names, and control groupings, I fear my filters may be a bit on the overwhelming side (especially since one can't add balloon help or context help to explain the controls).
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Posted: September 4, 2007 2:06 pm |
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Kraellin
Kraellin

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So, I have a design philosophy question for y'all: Is it better to have too many controls, or not enough? |
hehe, there are a number of threads that deal with nothing but this. have a look through some of the older threads and you'll find a great deal on this  If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig
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Posted: September 4, 2007 2:37 pm |
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Rawn (RawArt)
Texture Artist

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selmo wrote:
So, I have a design philosophy question for y'all: Is it better to have too many controls, or not enough? |
I guess there will never be one definative answer on this.
I originally believed the more the better. But now that I have been using this for a while, I have come to realize that too many controls are a bit daunting, and find that a few highly functioning controls that can effect serious changes seem to be more useful.
More often than not (when you have too many control) you will find them changing little things here and there that really doesnt change the look all that much...and the user may not have the patience to figure out what every one of the 20 sliders do, just to get the effect they are after.
But thats just my opinion
Rawn
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Posted: September 4, 2007 2:51 pm |
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Kraellin
Kraellin

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in the days before the three versions of FF it mattered less. everyone could just go into the editor and change it how they wanted. now, with one version not allowing editor access, it becomes more important to define your controls better. and i'd say rawn's description is pretty close to the answer. communicate what you want to communicate and trim the fat. the hard part, sometimes, is what you want to communicate is multi-fold. vladimir has always stressed keeping your scope narrow and then you dont need as many controls. but, some of us just like a broader scope, or a particular effect is really a series of effects, a broader range. so, there is where the philosophy differs a bit, broad range effect types versus narrower ranged textures. If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig
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Posted: September 4, 2007 10:15 pm |
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Vivian C.
FilterForge Poser

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Fantastic work! The map checkbox is a great detail as I am using this to create eyes in Second Life. I plan on having some fun with this next weekend.
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Posted: September 5, 2007 11:27 am |
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Constantin Malkov
3D Artist/Animator
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It's always actual for "Creature Designers"
And It's in my own arsenal now.
Thank you!
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Posted: September 5, 2007 11:41 am |
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Foxxee

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Posted: September 7, 2007 7:30 am |
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Deskar
The bits for the bit workers

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Fixed for you !!!
Before.
 To bit or not to bit
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Posted: September 7, 2007 11:42 am |
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Deskar
The bits for the bit workers

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You can now activate or deactivate reflection.  To bit or not to bit
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Posted: September 7, 2007 11:44 am |
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Deskar
The bits for the bit workers

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... in both modes, eye map and ocular globe.
Deskar To bit or not to bit
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Posted: September 7, 2007 11:45 am |
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
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Nice work on the eye types.....I especially like the vertical cat's eye......excellent!!!  Steve
"Buzzards gotta eat...same as worms..." - Clint :)
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Posted: September 7, 2007 12:22 pm |
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