3d bottle
Community Forums/Graphic Chat/3d bottle
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![]() Here's a little something I just knocked up in a few minutes. Nice looking cork and clear green contents. No bitmaps used, all procedurally generated with the new materials. Also note the nice shine. Think I'm happy now Lights next... |
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Nice and green. Is it Absinthe?? |
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Absinthe makes the heart grow fonder :) |
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Maybe it's just me but the lighting and normals look all wrong? |
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the normals (far a change) are actually correct, but... The cork is a completely different blend mode from the bottle itself. The small reflections on the bottle are actually bump mapping and the bottle itself is a simple 8 sided (10 high) shape with an open bottom. It's certainly not perfect by any means, but it is realtime (not rendered) and all written in BlitzMax :) I should try and make some animated gifs to show it rotating, etc |
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Impressive work on the engine, but have to agree with Stevie that something looks off. In particular- -The single bright white tri on the lip of the bottle looks out of place -The patch of very dark green winding up the centre of the bottle doesn't make topological sense to my brain A couple of tweaks could really improve it. |
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All points taken :) Images can be considered early dev, so any help/suggestions are really welcome. Previously, the shown bottle was shown with the default renderer. this has now moved to a material based one. so without more fanfare, here is the same bottle (shown x4 with the same lighting), but with different materials used. This hopefully shows things a bit better? ![]() ![]() ![]() ![]() ![]() ![]() There are more images and details of the ongoing trials of materials, 3d, engines, etc at my blog: http://vjointeractive.wordpress.com |
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It still doesn't look right to me - how are you calculating the normals? Is the model sharing vertices? If so, would probably look much better triangles unwelded and normals calculated on a per triangle basis. |
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ok, the normals are being calculated per triangle (in the shader) into screen normals - I've checked and they are all ok. If you have a way of smoothing normals in the shader I'm all ears :) here is the base model with a the light from the camera and light being reflected: ![]() And here with the faux glass blend mode: ![]() And here with alpha applied to the colours, and double sided rendering: ![]() |