I have learned a lot last days about shading in JME.
The output looks quite okay now. It wasn’t that easy to learn on how to import the models correctly and do all that stuff, like anything, which is new to someones mind…
No prob about that.
I have a question on shading, or what i best could do and as i am a beginner: If you have leadful hints, keep in mind, that i have problems with tooo many technical terms, even if i am wanting to learn anything needed
The Model i know render is an import from lightwave.
The original file is looking this way:
My modle now looks quite the same, after i wrote Material Files and applied all the textures, i have - quite all, but enough to move on ! The colonial plate will take another review later.
That’s ok, i like that.
Lightwave now applies something, which looks to me like a noise - it calls itself turbulence:
The output of this is astonishing:
I know, i am inside an game engine, where things should go fast, but is there a possibility that is cheap enough on time to go mor into this output ?
Could i shade it with some extras, or should i just repaint my texture to look a little bit more like that ?
Which approach is given for someone wanting to do that ?
Well if you want to do something similar, the only way fast enough is probably shaders.
Or you could just try to export the map the other applications generates internal?
Hahaaaa … Turbulence …
It’s a calculation of procedural texture applied 3 times, or am i wrong ?
The rest is self explaining
40% opaticity generated with a color and a random value called small power
If it were me, I’d do this effect in a shader with a multisampled noise texture… but I know shader programming pretty well and have already done similar things before.
The model looks nice… but I think the “mosaic” look of the texture is a bit intense. It’s hard to say if it’s even at the same scale as the lightwave model or if something else is going on… perhaps it was only meant to be used as input to the turbulence, for example. Intensity or whatever.
It’s the same scale. It just doesn’t apply that turbulence filter and another smokey filter which gives it a nice used look. There are just few differences in the triangles here and there.
Yeah, if I compare your two pictures that are of similar close-up orientation, I can faintly see all of the smaller shapes in the nice looking one. So those contrasting colors must be input into the turbulence so that you get subtle edges between different areas that are using different parts of the turbulence.
There’s another question i have.
I am still working on materials, which is a new field itself for me.
I have this pretty Viper MK II and want to attach diffuse textures as i did to battlestar hesperides and nother model, but something doesn’t work right now …any image attached will not be shown…
in blender everything looks fine:
but when i attach it to my material:
it doesn’t show anything:
This is related to any image …
oh i see. somehow he doesn’t scale correctly…
hmmmmmm