Texture Testing

A minor test before greebling kicks into high gear (or putters out)

space_office_transp_rm_017dDocking ring not quite ready for travel pod.

I decided to test some UV bump maps on those large greeble panels, visible most prominently in the office module’s closeups from The Motion Picture. Upon inspection, they appear to be little more than flattened panels of plastic grating, formed as a uniform lattice of square grids. The panels were fastened amidst large planar sections of the module’s outer hull and cut into distinct shapes, angling or curving where necessary to meet any particular section’s distinct corners and edges. With the addition of rectangular inset cut-outs, the panels would serve as the frames or foundations of even more elaborate greeble detailing. Though painted slightly darker than the exterior hull for a noticeable contrast, they were stenciled with rectangular patches of significantly darker paints to help represent smaller subsections and greater complexity.

I wanted to simulate this grating, since the polygon count for a modeled version would cost far too much in ultimate render time.  I haven’t had much time to add any more significant details, but thought I would post these shots, one of which includes my travel pod as comparison against some fresh docking collar details. I’ve built such docking ports before and they match this pod’s docking ring well enough, but there are some clear inaccuracies in my travel pod model that I’d like to correct (some), as well as a few issues I will have to improve within the docking port itself in order to make everything more “mate worthy.”

space_office_transp_rm_017cTesting the gird patterns on the large panel assemblies seen in the close up shots.

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~ by starstation on September 23, 2014.

2 Responses to “Texture Testing”

  1. The bump map looks great. It’s definitely better than the polygons that would have added to model if you’d modeled the grate. (not to mention the hit to your sanity from making all of those tiny little grate holes 😉 )

  2. Hear, hear! (Trust me, my sanity has taken that hit before 😉 )

    I do really love the way it looks in these images, but I’ve had to go back and reduce it in scale just a bit since these renders, to help make it more accurate. From certain distances (including these camera placements) it looks a bit more like… burlap, and is much harder to see. I’ll have some more stuff up shortly.

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