CompuServe Thread

#Gold material

7 messages in this thread
#79529From: Dr. Rainer KroosJan 28, 1994 2:32 AM
I have problems reproducing the impressive Gold effect in your 3DS Rev. 3.0 GOLD.3DS file. Iwanted to build thesame picture with an other text. So I created the text in the 2D-Editor, lofted it , and imported it into the 3D-Editor. After that, I assigned the Gold material from the 3DS text to my new text. Rebdering this scene gave me a much less shiny text. What is wrong? How must I assign shiny metal materials (Gold, Chrome, Silver) to my objects to get a shiny surface? Thanks for any help Rainer Kroos
#79563From: Yost GroupJan 28, 1994 10:02 AM
One of the main reasons why gold.3ds looks so good is because the text is beveled, providing a wide range of interesting highlights. Are you similarly beveling your text? – G
#79573From: Ralph F. FrantzJan 28, 1994 10:30 AM
Rainer, Did you try giving your text a beveled face? The more curvered surfaces you use (to reflect more of the ref map) the more shiny gold (or chrome, silver) the text will look. I have spent quite a bit of time disecting that very file. Also check out the lighting (values and placement) in that file. It plays a big part in the effect, as you will see if you move the lights around. -Ralph
#80579From: DONALD NEWLANDSFeb 2, 1994 3:06 AM
Ralph, When you bevel text, are you beveling whole words in one loft or assembling the letters… I ask because the few times that I have tried these things, when I lofted a whole word the bevel effect was stronger towards the outside of the word, but weak towards the inside, not consistent for each lofted shape… Or did I miss something? Donald
#80683From: Ralph F. FrantzFeb 2, 1994 11:24 AM
>> bevel effect was stronger towards the outside of the word… Donald, The only way (I can think of) that this would happen is if you SCALE the shape on the first level in the lofter. Try using DEFORM-BEVEL and insert a vertice on the second level, then move the first level vertice (ever so slightly) to the left. The BEST way to bevel text is to do it in the shaper. You will have much better control over the bevel. In the shaper create your text and then do a CREATE OUTLINE to all the shapes that make the letters. You might have to do a little tweaking (MODIFY VERTICE ADJUST) afterwards to the letters to make it perfect. Turn on DISPLAY of the FIRST vertice and CHOSE the first vertices of the polygons to match up next to each other in the letters. Shape assign the inner text (that which will be the front face) and GET that shape to the first level of the path in the lofter. Then go back and shape assign just the outer text and GET that shape TO THE SECOND LEVEL of the path. Loft with TWEEN on and you should be in business. Good Luck! -Ralph br
#79581From: ALAN IGLESIASJan 28, 1994 10:58 AM
..And don't forget to use Place Highlight to position a light or two specifically for specular highlight effects, Dr. Kroos. Also, carefully inspect all the lighting in the sample file, as it can change the way reflection maps look quite a bit. -Alan Iglesias
#79688From: Steven LeeJan 28, 1994 11:38 PM
Just to add to everyone else's remarks, I usually like to loft my text WITHOUT smoothing for the LENGTH. This adds an even more impressive/brilliant look to the text (although it may not be the kind of effect you're looking for). It's especially apparent on the curved surfaces (like the letter S) — Steve