AuthorTopic: Rocket Launcher :/  (Read 3711 times)

Offline robotwo

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Rocket Launcher :/

on: August 02, 2008, 02:17:10 pm
Hi , did this on request by a guy , and I must ask if someone can tell me how to improve the shading and so on  ::)


Yes , It's WAY too big ^^;
« Last Edit: August 02, 2008, 02:21:29 pm by robotwo »

Offline TrevoriuS

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Re: Rocket Launcher :/

Reply #1 on: August 02, 2008, 03:47:19 pm
Try drawing a cylinder on a smaller scale first, then you'll see what's your error on this.

Offline EvilEye

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Re: Rocket Launcher :/

Reply #2 on: August 02, 2008, 09:19:36 pm
Actually, some parts look pretty good to me, I don't know if everything hes trying to draw is perfectly cylindrical.

Maybe a picture of some reference would help.

That said, the scope is definitely cylindrical, and it looks pretty flat. The problem is the shading ( mostly ). Take a look at this reference:



There is also a problem with the barrel, esp at the end where it has some detail that appears to wrap around, it looks more like a straight band.
« Last Edit: August 02, 2008, 09:21:23 pm by EvilEye »

Offline TrevoriuS

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Re: Rocket Launcher :/

Reply #3 on: August 02, 2008, 09:33:23 pm
This cylinder may help you more than the above, as it has less obvious multiple lightsources:
http://www.thepetstop.com/adminpics/ta/cylinder.jpg
Then to simplify (also googled, nevermind the top, it's bad):
http://etc.usf.edu/clipart/4000/4068/cylinder_1_lg.gif
In that simplified version you should be able to see that your highlight should be placed lower, there should be darkness at the top edge as well (though less dark than at the bottom edge and with less space to the highlight as well), and the gradient overall should be MUCH smoother.

You did the first a bit, but not strong enough in my opinion, if you want the shades like this, your highlight should probably be moved up and possibly made broader. Gradient smoothening still lacks though.

Offline ndchristie

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Re: Rocket Launcher :/

Reply #4 on: August 02, 2008, 10:21:33 pm
generally speaking, a sphere or cyllinder will recieve bands of light from top to bottom as follow:

specular - purest light (not always right on top)
full-light - light tone
eye level - typically a medium dark, as this recieves the least reflected light.  on a matte object this is the shadow core.
ground around the object - typically a middle tone
ground beneath the object - darkest dark

obviously with reflection there are thousands of possibilities, but this is the generic "outdoors" rendering system.
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Offline TrevoriuS

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Re: Rocket Launcher :/

Reply #5 on: August 02, 2008, 10:54:54 pm
I recommend you to look up the Fresnel effect :O It is definately not the generic outdoors what you named, as outdoor is nearly the most complex.