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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#4, post process... it has a little control for smoothing to get some of those nice skin tones, like a 1960's rock poster. Notice how it's picking out all the colors.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
This one came out great, too. It' perfect for creating a series within a common palette. Looks sort of medieval.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#6 for comparison:

(original at http://nazret.com/blog/media/blogs/new/obama8.jpg)

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#6b for comparison

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Playing around with a bronze version of my Rusterizer filter.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
bronzerizer 2

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
bronzerizer 7

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Kraellin
Kraellin

Posts: 12749
Filters: 99
i like those last two. looking more like the copper tarnish patina now.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Here's another one, has option for shiny metal bits

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#10 cleaned up metalic parts some

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#10a more cleaned up

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#12

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#13 better edge conditions

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#17 a little bit better

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#15 shiny edge

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Constantin Malkov
3D Artist/Animator
Posts: 186
Filters: 25
bronzerizer 2
#15 shiny edge

Excellent results!! Will it be added to the FF Lib?
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
Constantin Malkov wrote:
Excellent results!! Will it be added to the FF Lib?

Yeah, probably. smile;)

Did a test combining several of my filters on 1 image. Essentially it's just the same heightmap, then I ran Rusterizer, Bling-o-tron, and Bronzerizer on it, and then blended the results. Check it out:



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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Here's another combination:

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Here's another use of combining the different outputs:
Also used Tank Plate and Burninator.



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Indigo Ray
Adam

Posts: 1442
Filters: 82
Wow.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
Quote
CorvusCroax wrote:
#15 shiny edge


lookin good. that's getting more and more coppery tarnish.

and i like those last three, but it's a little hard to judge without having an original to compare to. still, the effect looks good.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
:o I was wondering how long these would take if you render them at crazy resolutions like 9000X6000.

Would like to try smile:D
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
Skybase wrote:
:o I was wondering how long these would take if you render them at crazy resolutions like 9000X6000.


They're not too bad, rendering time - wise, but not great either. Having reflection turned on defnitely slows it down a bit. I'd worry that there wouldn't be enough detail at high res, there isn't much of any 'micro detail' as Kraelin calls it.
Quote


Kraellin wrote:
and i like those last three, but it's a little hard to judge without having an original to compare to. still, the effect looks good.


They're just some standard test height maps I use. I can post them if you want to see them. Actually I'm so pleased w/ the FORGE one that I was thinking of submitting it to the FF gallery... along w/ a descriptive text.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
yeah, gallery would be good smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
here are some of the source heightmap files I use:


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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
the skull one. The skull came from zbrush

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
here's the one I use for text sometimes

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
ok last one

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Submitted the Forge thing to the gallery!

Couldn't figure out how to get it to accept multiple filters, though.... Hmm..
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Kraellin
Kraellin

Posts: 12749
Filters: 99
hmmm, hadnt really thought of using heightmaps as inputs before. interesting. hmmmm....
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Some people have asked me for some of the later versions of the 'Spacehulk' Filter. (I only submitted the first one, but there are several editions.) It's definitely a work in progress, but here it is. (Beware: it's slow!)This is like Spacehulk V2

SpacehulkV2h.ffxml
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Here's a pic of the above filter:

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Redcap
Redcap

Posts: 1290
Filters: 100
Your filters have honestly been the most useful to me out of any other artist on the forum, and that is saying something! I still wish you would submit this one so it would be organized in my filter Hierachy instead just in my personal filters, but thanks for the download!



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

Posts: 1227
Filters: 18
Aw shucks ... Thanks Redcap! smile:beer: smile:ff: If you do something cool w/ my filters, I'd love to see what you're doing with them.

I think this one is still way too slow to submit to the general library... it needs some real optimization help. Too many blends, blurs and high passes. (I've sort of been waiting for the the next open beta, hoping that the FF team will add a glow channel to the surface type filter, so I could re-work these to be more useful for rendering.)

That reminds me, I never submitted that bronzerizer filter, (like the rusterizer, but bronze) back on p. 11 - 12. I'll post that one tonight.
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Redcap
Redcap

Posts: 1290
Filters: 100
I am making some small icons here and there for a open sorce game; just for kicks and giggles. Here are some of the pics using your filters and others.

Miniature Sun, now the model isn't very detailed because it had to be shrunk down to 64X64 but your texture worked great for the machine.




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

Posts: 1290
Filters: 100
Someone else modeled this building, but couldn't texture it. They weren't very experiences in UV wrapping; well I took your space hulk filter and I didn't even have to UV wrap the thing and it turned out great when shrunk to the 64X64 size.






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

Posts: 1227
Filters: 18
Hey, cool! Looking good. I think some bump and/or some glowy windows would be real nice on that!

You know, I've thought about making a filter which takes an input from an ambient occlusion map: Using it to drive varying types of 'material' on the pointy exterior parts vs the interior 'joints' of an area. That way, the materials would respond to the geometry. Hmmm...
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Posted the bronzerizer. (woot)

Have been playing around w/ rocks. Taking my old rock fracture filter to the next level. Got the different rocks rotating so that they look more separate. Check it out:



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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
more rocks:

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Here's a simpler one:

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Constantin Malkov
3D Artist/Animator
Posts: 186
Filters: 25
Quote
CorvusCroax wrote: Posted the bronzerizer


Thank you. From what I have seen I can say that you've gotten excellent results.

About rocks. The first two images are very good. Only too straight lines in some places confuse. Except this everything is fine imo.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
corvus,

nice rock smile:) i'd reduce the opacity a bit on those lines. let the 'rock' shine through and use the lines for light texture. right now, the attention is distracted a bit by the lines.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Yeah, it's got a control for how much / little strech the perlin noise has. I had it dialed up high b/c I wanted to make sure the texture was rotating correctly.

I'm having a bit of a hard time getting good results out of the randomizer, because of the wacky colors. I think I need to figure out a way restict the range. Ie to get 'random' colors out of a say, a predefined gradient.
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Redcap
Redcap

Posts: 1290
Filters: 100
Cool edit to your rock filter!



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

Posts: 1227
Filters: 18
So, I've been playing around with a cutline filter. It takes an image and make it look etched. Sort of like this:

There is already a filter for this, but it doesn't conform to the apparent shape of the subject matter and generally looks too flat (IMHO).

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