27.2.09

Pumping Station

jo, this is the result of the february Games Academy class. its from the course Art_I_07
We modeled this bunker..but i tend to name it a pumping station. a bunker would never have such plenty pipe structures outside its covering walls :)

i arranged some of the objects (pipes) we also modeled in this course.

here it is.















and heres the concept

9.2.09

A Procedural Concrete Material #xx

so finally a version, that works somehow.

here it is:















the self-imposed task was to create a prepared workflow to create broken concrete surfaces by the use of procedural textures.
first i painted a concrete texture, to have an initial point to recreate in procedurals.
then i took the mesh and created the procedurals for that.
i took many bercon noises and nested them. first place big noises, then getting smaller.

[Update: to get the file working, you need an older bercon noise map plugin. the current one won't load the file. get the older file here sry, only 64bit]

i made 2 materials, one with concrete and one with broken concrete.
these two i put in a blend material, and used vertex colors to blend them.
for this i used this Warp plugin, from footools, and this tutorial from neil blevins for getting cool fractal blendings out of simple straight vertex colors.
#for setting the vertex colors very fast, i used neils script "cornerEdgeToVertexMap" from his infamous "soulburnscripts!
also install the blurstudio plugins

this whole thing to (hardly) understand and getting working took me now nearly ~12 working days, when i take all the time in line.

get the 2009 max file here

5.2.09

A Procedural Concrete Material

hi, i got a a little update concerning my procedural hobby...
the left material is the procedural representation of the painted concrete on the right of this picture.
currently i only managed to build the diffuse map. the bump will follow.
it came out as a hell of stacked noises with use of berconmaps plugin.

the only problem is, that i still have no technique to blend the "broken concrete" parts at these positions, where they are painted. a vertexcolor mix would soften up the edges too much.
now i plan to assign the "broken"-concrete map, to the "broken"-polys, and the "intact"-concrete to the intact-polys and search for a transition shader


















if you are interested in the shader, you can grab it here
its 3dsmax 2009 version.


here you can see the shadertree