The lights were a double-tube strip and a bare bulb. As-is, part of the tubes' housing also glowed, while the bulb holder, drop-cable, pattress and surface wiring all lit white.
After some trial and error, I used the material maps as templates for ambient masks.
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Comments |
Poster | Message |
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Nik Power User
Joined: December 2003 Posts: 728 |
27 Jun 2021 02:51
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Chromium Old Timer
Joined: November 2010 Posts: 577 Location: UK |
28 Jun 2021 07:40
Good work and nice render.
_______________ I've found that to do well with any figure you really need to have a passion for that figure, ...and I hope you develop that passion for yours. |
rico Frequent User
Joined: April 2019 Posts: 126 |
29 Jun 2021 03:58
Wow, Nik! This looks great, this is a really nice render !
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Nik Power User
Joined: December 2003 Posts: 728 |
02 Jul 2021 19:16
Taken me a {face-palm} while to notice, but Richard Mandel's free RE2 ports to OBJ on SCG reuse a lot of textures. Better, they call same 'numbered' textures
Well, logical, otherwise each scene / set would need its own zoo of mapped materials. So, pendant light in scene above calls rpd_interior_re2_source_texture_481.png And that strip light calls rpd_interior_re2_source_texture_463.png And those also appear in many of the other scenes I've checked. Okay, there's about 7~~8 types of lights in all, but it does mean that when I've made a 'mask' for a type, it stays solved... _______________ |
rico Frequent User
Joined: April 2019 Posts: 126 |
03 Jul 2021 21:27
That's a handy way to plan scene construction, having them call the same textures each time! Thank you kindly Nik !
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