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 Post subject: Speed Modelling Contest #8 Alpha Maps
PostPosted: Mon Apr 20, 2009 6:03 pm 
Joined: Wed Feb 18, 2009 9:43 pm
Posts: 1202
Hi all,

This weeks contest will be an hour long and will be anything you like that involves a texture with an alpha map. Contest will close on Sunday.

Good luck all.


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 Post subject: Re: Speed Modelling Contest #8 Alpha Maps
PostPosted: Mon Apr 20, 2009 6:58 pm 
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This is going to be easy. Well ok putting an alpha map onto something will be easy, the hard part will be to come up with something of winning quality.

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 Post subject: Re: Speed Modelling Contest #8 Alpha Maps
PostPosted: Tue Apr 21, 2009 12:01 am 
Joined: Wed Feb 18, 2009 9:43 pm
Posts: 1202
Well yeah, we can all do the wire fence :-). Well, I don't know that I can now I come to think about it. I guess I need to enter the competition with something a bit exciting!


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 Post subject: Re: Speed Modelling Contest #8 Alpha Maps
PostPosted: Tue Apr 21, 2009 1:58 pm 
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Joined: Thu Feb 19, 2009 12:17 am
Posts: 275
Location: The Netherlands
Ship ahoy. Funny thing quite a fast job but how do i get rid of the white line.


Attachments:
File comment: Pirates
flag4.jpg
flag4.jpg [ 135.35 KiB | Viewed 1187 times ]

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 Post subject: Re: Speed Modelling Contest #8 Alpha Maps
PostPosted: Tue Apr 21, 2009 2:26 pm 
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That is very cool. As for the white line I would erase it :D . I don't know how you have got it looking in Photoshop but I would select the flag and then inverse the selection (Shift+Ctrl+I - I think) then hit the delete button. The of course I would repeat this across all the layers if you have mroe than one. And that should sort it out.

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 Post subject: Re: Speed Modelling Contest #8 Alpha Maps
PostPosted: Tue Apr 21, 2009 3:57 pm 
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Well here is my entry. Or at least the first one so far. It is just a simple fence texture on a plane, but I did actually take the time to find the wood texture and shape the wooden panks out, then add in some nails/screws. All in all it took about 40mins from finding the texture to rendering it out in max.

Image

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 Post subject: Re: Speed Modelling Contest #8 Alpha Maps
PostPosted: Tue Apr 21, 2009 4:12 pm 
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Joined: Thu Feb 19, 2009 12:17 am
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Location: The Netherlands
Thats how they did the fence back in the days of Medal of Honor.

Nice fence.

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 Post subject: Re: Speed Modelling Contest #8 Alpha Maps
PostPosted: Tue Apr 21, 2009 6:51 pm 
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Joined: Sun Feb 22, 2009 1:33 pm
Posts: 4891
good fence, nice one.

As for the flag - what is the background colour of the alpha map - is it white?
Make it the same colour as the flag and let the alpha channel do the work.
That's assuming the alpha is done on a channel (like in a .tga) or is it a seperate map?


The line may be coming from the UV's wrapping round - move them in slightly.

If none of this works, zip the lot up and post it so I can have a look.

I'll have to rethink my entry now - these are too good...

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 Post subject: Re: Speed Modelling Contest #8 Alpha Maps
PostPosted: Tue Apr 21, 2009 6:56 pm 
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Joined: Wed Feb 18, 2009 9:34 pm
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Location: Cambridgshire
These are looking good, cant think of anything model for this one. sure insperation can be found after I have had a few beers :mrgreen:

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 Post subject: Re: Speed Modelling Contest #8 Alpha Maps
PostPosted: Tue Apr 21, 2009 7:28 pm 
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Joined: Sun Feb 22, 2009 1:33 pm
Posts: 4891
Frap - a couple of killers to consider...

Foliage - trees, grasses, leaves...

Hair - I dare you to do this one - done well it could be a winner - done poorly - OMG! sub :)

try a mix of alpha and regular polygons (used the word regular as not to confuse with normal and normal map :) )

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