Working on equipment, tools etc., now. Finished corners for the spiked moat, reworked the log textures for a more realistic look. Still plugging away at bitmap fills too. :-)
@Loopysue I had not considered it because I had zero knowledge of the methodology. I knew I wasn't totally happy with how they looked and planed to revisit it. Thank you, I will loop back and research the process. I was scratching my head about how to model the bellows and actually found a time lapse minitutorial on YouTube on the topic. Seriously, what are the odds? LOL!
I can't see the numbers in your nodes there, but I think you can play with the contrast between the black bits and the fiery bits or even change the pattern altogether by altering the Fresnel setting, and by playing around with luminance and changing the source of the Fresnel texture coordinates. Here is an alternative arrangement.
@Loopysue I will certainly check that out. I'm sure the best look would be to alternate multiple variations of the material across the various iterations of the individual coal models. This is the hearth now with just the single material applied to all of the coal models. You can see the repetitive pattern as it stands now. I'm sure I can break up the pattern by moving and rotating the models and by creating one or two material variations. Still, it looks far better than the original. I'm red and green color blind so Adobe Color is a life saver for me ;-)
Well, I think I could use a hidden light emitter to add a glow. For the flames I will have to do some research. :-) @Theschabi LOL it does look like radioactive minced meat!
So, after spending most of the day learning how to add both smoke and flames in blender, I can tell you that unless you intend to produce an animated product, the process isn't worth the effort. At least not with my limited knowledge. Granted, it can produce some astounding fluid effects but it takes some effort to squeeze them out. And you can't truly appreciate them unless they are animated.
@Quenten Thank you sir. I got a start on the bellows. The base of it anyway. I still need to make the support frame, the handle, the tube support, etc.
Quenching Barrel - I had the devil's own time learning to shape the staves so they would form a proper fit. A lesson about curve modifiers and object arrays I will never forget :-)
You could make the anvil and the stum separate Symbols. Anvils are quite heavy, but sometimes they break, so having a spare in the corner on the ground is the smart thing to do
Comments
Working on equipment, tools etc., now. Finished corners for the spiked moat, reworked the log textures for a more realistic look. Still plugging away at bitmap fills too. :-)
Working on a blacksmith's area beginning today. Finished the hearth, the bellows are going to take a couple of days.
Looking good :)
Have you considered using a Fresnel shader and the 'Pointiness' input of the coals to shade them?
Here I've made a crude burning coal shader by combining a regular dark stone texture with just such a combination.
@Loopysue I had not considered it because I had zero knowledge of the methodology. I knew I wasn't totally happy with how they looked and planed to revisit it. Thank you, I will loop back and research the process. I was scratching my head about how to model the bellows and actually found a time lapse minitutorial on YouTube on the topic. Seriously, what are the odds? LOL!
Oh yes, you can find the strangest things on YouTube!
@Loopysue thank you so much for the texturing tip. I combined the wood texture I made with the changes you suggested.
Honestly, the bump texture is going to be lost over the "distance" of the render but I think it looks far better that the original I was using.
That looks better :)
I can't see the numbers in your nodes there, but I think you can play with the contrast between the black bits and the fiery bits or even change the pattern altogether by altering the Fresnel setting, and by playing around with luminance and changing the source of the Fresnel texture coordinates. Here is an alternative arrangement.
@Loopysue I will certainly check that out. I'm sure the best look would be to alternate multiple variations of the material across the various iterations of the individual coal models. This is the hearth now with just the single material applied to all of the coal models. You can see the repetitive pattern as it stands now. I'm sure I can break up the pattern by moving and rotating the models and by creating one or two material variations. Still, it looks far better than the original. I'm red and green color blind so Adobe Color is a life saver for me ;-)
It may not be what was intended, or even wanted, but the first version of the hearth looks like a pool of slightly glowing miced meat to me...
The second version looks like hat hearth with coals. I have no idea if it is possible to give them some glow, that would make it even more convincing
At a guess that would involve some kind of particle setup, but I've never tried to do flames in Blender.
Well, I think I could use a hidden light emitter to add a glow. For the flames I will have to do some research. :-) @Theschabi LOL it does look like radioactive minced meat!
So, after spending most of the day learning how to add both smoke and flames in blender, I can tell you that unless you intend to produce an animated product, the process isn't worth the effort. At least not with my limited knowledge. Granted, it can produce some astounding fluid effects but it takes some effort to squeeze them out. And you can't truly appreciate them unless they are animated.
What a great symbol
@Quenten Thank you sir. I got a start on the bellows. The base of it anyway. I still need to make the support frame, the handle, the tube support, etc.
Okay so here is the hearth and bellows setup. Working on the anvil and various hand tools (hammer, tongs, quenching barrel, etc.) next.
Quenching Barrel - I had the devil's own time learning to shape the staves so they would form a proper fit. A lesson about curve modifiers and object arrays I will never forget :-)
Anvil - I'm not overly fond of the shape, I will most likely rework this.
You could make the anvil and the stum separate Symbols. Anvils are quite heavy, but sometimes they break, so having a spare in the corner on the ground is the smart thing to do
@Theschabi that's a good idea. It will give the map maker more flexibility.
Dirt path bitmap test: outer glow, Edge fade, inner edge fade applied -
Oh, I like that footpath!
Might be the first ever 3d crop of Swede - I wonder how hard Barley will be to replicate?
3d cabbage crop. These took a bit to produce, I had to learn about texture painting. :-)