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Author Topic: SEA TEXTURES  (Read 4110 times)

DressedForSucess

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SEA TEXTURES
« on: April 16, 2008, 07:44:06 pm »


Does anyone know where i can find some huge really detailed sea textures??

atm, im using a 1944x2592 lol and evem this is too small ...

ive attached a rendering that shows the sea being too stretched, not realistic enough.

The sea model is absolutely massive, so i will either have to get a much bigger sea texture (or the same size texture with more wave detail) or somehow mirror and paste a load of sea images of the same texture to create one big one (though this would look rather weird)

any suggestions??
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Kubajzz

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Re: SEA TEXTURES
« Reply #1 on: April 16, 2008, 08:04:56 pm »

I don't know where you could find a bigger texture, but I have a few notes/advices:

- it's not necessary to start a new topic for every problem you have... You could have posted it all in one thread ::)

- you can create a bigger texture yourself in Photoshop or similar program; just remember there is a size limit - Anim8or can't load every texture (I think about 4096x4096 is maximum...)

- you can just create a small image and make sure the sides (left-right and top-bottom) fit perfectly so you will get a seamless texture. Then you can set the UVs the way you need it to create an ilusion of detailed surface...
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thecolclough

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Re: SEA TEXTURES
« Reply #2 on: April 16, 2008, 08:06:12 pm »

i'd agree with kubajzz, try and find a way to tile it.  it's hard to find any sort of image much bigger than that, to be honest (at least in my experience - anybody know something i don't?), and the likelihood of finding one that's got the same texture but at a significantly larger size... slim.  on the plus side, it looks like a really nice texture, and it goes really well with everything else in your scene, but i agree that the waves want to be smaller.

unless you say it's a miniature world right down near the ocean surface, so even a little wave looks quite big?  random thought...

- colclough
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DressedForSucess

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Re: SEA TEXTURES
« Reply #3 on: April 17, 2008, 06:06:18 am »

Yeah. Tiling is a thought and ive used it before with sea textures ... though that was when i used a cubic plane ... a huge rectangle of mirrtored repeated tiled sea textures ...

sea isnt a rectangular shape. I realised at some point the camera will catch the corner of the sea ...

its a cylindrical shape. Ive attached an image of trying to cvreate tiles with the cylinder circular shapes and its not workinbg very well.

i had an idea tyhough (which comes to my next problm ...) of adding a cloud dome over the rectangular plane. This would cut out the points and create the illusion of roundness, and then the sea would be repeated and tiled, etc.

Though the dome becomes cut out particially due to the background ... Is there any way of getting rid of the background at all??

or is my set just to big? :D
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floyd86

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Re: SEA TEXTURES
« Reply #4 on: April 17, 2008, 09:48:17 am »

I have worked with big seas before:
(skip to the end). What I did was making a n-gon with 15 edges and converted it to subdivide. I used a tile texture of some water and added a env. map of the sky to it. If you wanna know more just ask.

thecolclough

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Re: SEA TEXTURES
« Reply #5 on: April 17, 2008, 09:51:59 am »

Though the dome becomes cut out particially due to the background ... Is there any way of getting rid of the background at all??

or is my set just to big? :D

you can't get rid of the background, because it already doesn't exist (as such) - the background is just a colour, which anim8or will use to fill in the empty space any time it's able to see beyond the end of all your models.  it's not an element with any shape of its own.  if the camera can see through the far side of your sky dome, then the chances are, your sky dome is too big for the virtual space, and the bits that go beyond the edge become invisible to the camera.  changing your z-distances ought to fix it, but otherwise i'm not sure.  if you're using a really old machine, it might just not be able to handle more than a certain z-far setting because the virtual space becomes to big for it, but that's just a wild guess.

- colclough
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