CompuServe Thread

#Modify or original?

2 messages in this thread
#164316From: Timothy S. BulsonApr 12, 1995 8:56 AM
Ted, I sent the bronze.tga material. Sorry about the delay, I thought that by putting that material in the library and sending the .mli file, you would have what you needed. I thought you already had all of those .tga files. This one came with Texture Universe. What I'm trying to do is take this material (because it most closely represents one of the surfaces of an object I'm trying to render) and blend in a pea-green/powdery-brown blotchy look. There is no reflection quality present either. Would I be better off using another program to create abnormal looking materials, or should I be able, theoretically, to do it in 3DS? Thanks, TIM
#164342From: Ted BoardmanApr 12, 1995 10:59 AM
Tim Sorry about the mix-up. I do have TU, but didn't recognize the material as being from there. My rule of thumb is to create the materials yourself, that way it has your look and you have complete control. I use AAPRO, Altimira Composer, Painter3 and with a little practice it's almost as fast as scanning a CD for the right file<g>. Using your own images also has the advantage of being legal in all situations. Photography used with Kodak PhotoCD is also very useful. With scanning you still run the potential of copyright infringement. That said, the options within 3DS are very powerful for modifying images and may do just what you want. Have you tried playing with the RGB tinting (pick the S button next to the map name)? Modify one color channel at a time and view the results What will this material be applied to? You probably want to drop the bump map to around 20% and increase to get the look you want. TedB -Ted Boardman !^NavFont01F0007MGHHIF3C4F8