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CorvusCroax
CorvusCroax

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#51

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CorvusCroax
CorvusCroax

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#52

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CorvusCroax
CorvusCroax

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#53 This one would look great too, IMHO, but the pipes stick out WAY too far. Need to figure out a way to make the pipes more conforming.

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CorvusCroax
CorvusCroax

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#54

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CorvusCroax
CorvusCroax

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#55

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CorvusCroax
CorvusCroax

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#56 Again, sorry about the low-quality renderings... I got tired of waiting an half an hour for each one to render!

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CorvusCroax
CorvusCroax

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#57 Hmm... same comment as 53

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CorvusCroax
CorvusCroax

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Experiment w/ using some rough geometry out of zbrush, and then applying some of the above displacement textures to it. Interesting how the same texture looks different on different geometry.

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CorvusCroax
CorvusCroax

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Here's another. With this one the texture has been scaled on the back section

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CorvusCroax
CorvusCroax

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One more

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CorvusCroax
CorvusCroax

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ok last one tonight. This one looks swell, but I think there are limits to this technique... mostly w/ the mesh topology.

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Mike Blackney

Posts: 375
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These are idiotically cool. That first ZBrush mesh ship could easily be the lead ship in a game.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

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Excellent samples! smile:)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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CorvusCroax
CorvusCroax

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Quote
Mike Blackney wrote:
These are idiotically cool. That first ZBrush mesh ship could easily be the lead ship in a game.


Thanks! Yeah, that's probably where this is going ... smile;)
The amazing thing (to me) is how much apparent geometry one can get out of it. FF is a great tool for this kind of really complicated texturing (ie coordinating bump, spec, and diffuse). The Zbrush mesh is really simple: only about 200 polys. ALL the detail is coming from the displacement texture.

In the end, I'll probably wind up not using this technique, but rather load the displacement into zbrush and use them to actually offset a mesh which i then can just work with directly in zbrush.

Might also try some tests where I take a source mesh and actually deform it using one of my handy textures. Then, go back and put a displacement texture on top of that, for super extra plus bonus complicated detail.
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Redcap
Redcap

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I think most would disagree with me, but I like the brown one the best. Reminds me of a group that had to scrounge whatever parts they could and got a clunker ship out of it.

I always favored functional over fashionable smile:)

If this is going into a game, I would love to hear about it. If you need specific textures let me know if I could help smile:)



If you are bored check out my unpractical math website
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CorvusCroax
CorvusCroax

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Here's another test image. Sort of a hot rainy scene. Rendered in Vue6 infinite. The ships are just cylinders with rounded ends. I added a little bit of 'kitbash' engine parts for some details to some of them.

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CorvusCroax
CorvusCroax

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Quote
Redcap wrote:
Reminds me of a group that had to scrounge whatever parts they could and got a clunker ship out of it.


Yeah, it has a sort of kicked around 'used car' feel.

Quote
Redcap wrote:
If you need specific textures let me know if I could help


Oh, thanks for the offer. I think I'm good for textures. smile:loveff: How are you with alien heads? smile:D
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ThreeDee
Lost in Space

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2 words: Damn Sexy!
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James
James
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Wow these renders are great, nice work! smile:D
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CorvusCroax
CorvusCroax

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Here's a quick attempt at making a kind of 1930's poster / paint effect. It works best with light images.

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CorvusCroax
CorvusCroax

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Here's the source image:

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CorvusCroax
CorvusCroax

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I wish there was a way to extract the dominant bright color from an image. Maybe like a way to make more selective the 'average color' component to particular parts, as defined by a mask. (you could use HSB extract to define the mask).

So, for example, in the image above, I'd like to pick out that big green-yellow really saturated color under the bridge arch, and then put it back as a color input. Does anyone know a way to do that? (maybe some clever trick with the max levels component that no-one seems to use?)

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Kraellin
Kraellin

Posts: 12749
Filters: 99
i've tried several methods, most based on the threshhold component, but that doesnt work how is actually needed. i've also asked several times in the creating filters forum and i think it was threedee who responded last time with a variation you could look at. i forget the thread, but it isnt that old and it might give you some help along the lines you're looking.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Indigo Ray
Adam

Posts: 1442
Filters: 82
I remember seeing a filter where you can select a pixel from an image, but I can't find it again...ahhh here it is!

It's Mike's, not mine, of course, but this should be what you need. Just use the offset as your color input.

Pixel Color.ffxml
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CorvusCroax
CorvusCroax

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Some bling tests:

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CorvusCroax
CorvusCroax

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Bling02

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CorvusCroax
CorvusCroax

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Bling03

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CorvusCroax
CorvusCroax

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Bling04

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CorvusCroax
CorvusCroax

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Bling05

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CorvusCroax
CorvusCroax

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Bling06

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CorvusCroax
CorvusCroax

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Here's the source file for those, which is from stock photo. It has terrific smooth gradients:

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CorvusCroax
CorvusCroax

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Bling09

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CorvusCroax
CorvusCroax

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Bling11

Using a nice black and white source image

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CorvusCroax
CorvusCroax

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Bling12 - slightly different style

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CorvusCroax
CorvusCroax

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Bling13

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CorvusCroax
CorvusCroax

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Filters: 18
So, I wanted to make a 'bling-ification' filter which takes a simple graphic input and makes it into a king of wood and metal pattern, like an inlay or a gold embossed book cover. All the Bling examples above use a black and white input channel. I think it works pretty well... smile:) Previously I'd just been using really big fonts and things like that, but now i have it rigged up to to use more complicated inputs, and to come up w/ more varied outputs. I think it might be fun to make one that puts little jewels in the high points, or something.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
kinda hard to judge without the originals, but certainly an interesting idea. you could call it 'gilding the lily' smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
CC, excellent work!!! smile8) smile8) smile8)
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
Kraellin wrote:
kinda hard to judge without the originals, but certainly an interesting idea. you could call it 'gilding the lily'


Well, it takes a black and white input channel, and then works with that and just makes it look all gold and wood ornamented. You can see one of the input samples up there, after #09. The other ones are just black and white shapes.

Quote
StevieJ wrote:
CC, excellent work!!!


Thanks!

Do you all think that people would actually use this? Things which take inputs don't seem to get much traction in the FF user community. My stonehenge filter (which I think is super nifty)is a case in point.
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Quote
CorvusCroax wrote:
Do you all think that people would actually use this?

Yes, if you could create the fractal patterns of bling 1-7 in FF without inputting them.....which would be some complicated curve work.....but users would eat up the "ornamental" value in wood, cement, and metal..... smile:devil:

Bling09 is an excellent tile!!! smile8)
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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Kraellin
Kraellin

Posts: 12749
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Quote
The other ones are just black and white shapes.


ah. ok.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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CorvusCroax
CorvusCroax

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Here's the source for 11 and 12, which is from a texture pack by obsidian dawn.

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CorvusCroax
CorvusCroax

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Here's the source for Bling09 (it's a pic of a tile... sorry I have no idea where I got it)

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CorvusCroax
CorvusCroax

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Okay, I submitted it. Let me know what you think.

One lily, thoroughly gilded:
(original = http://akvis.com/img/examples/coloria...ily-bw.jpg )

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CorvusCroax
CorvusCroax

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