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Published: 2009-05-28 21:19:56 +0000 UTC; Views: 1856; Favourites: 51; Downloads: 0
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Description
Another Julia Stone.I really like the color and texture achievement on this one.
I really wish it could be real and touch it !!
XenoDream β’ Inkscape for frame and text.
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Comments: 18
moravid [2015-03-31 06:25:57 +0000 UTC]
I would love to find a stone like this but I know they are very rare
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Kaeltyk In reply to moravid [2015-04-01 00:08:37 +0000 UTC]
They are now but I can foresee some in a few years when metal printing will be accurate enough to not smooth out the details...
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moravid In reply to Kaeltyk [2015-04-01 13:15:44 +0000 UTC]
Β There is so much to look forward to, I love the future Β Β
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artistloverwarror [2014-11-15 14:00:58 +0000 UTC]
i feel like i want to hold and touch it . great work !!!
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kuzy62 [2009-05-30 15:11:23 +0000 UTC]
cool! Kind of looks like those pictures of asteriods from space!
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Beesknees67 [2009-05-28 22:50:10 +0000 UTC]
A realistic petrified stone look...I too want to touch the swirls.
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lyc [2009-05-28 22:13:14 +0000 UTC]
this and your previous version are the most realistic xeno renders i've seen
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Kaeltyk In reply to lyc [2009-05-29 09:56:02 +0000 UTC]
XD have a weird but nice way of texturing (render 'unlit' with colors/depth, THEN apply light), and the fact you can layer/post process different lighting presets inside XD helps a lot for this.
Of course it took me some time to develop my own lightings parameters that work well (XD default lighting library is full of presets that's usually unusable).
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lyc In reply to Kaeltyk [2009-05-31 08:55:15 +0000 UTC]
weird? surely you're familiar with it ("deferred shading") from your day job
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Kaeltyk In reply to lyc [2009-05-31 11:22:01 +0000 UTC]
In fact I was thinking too much about some raytracing like povray and not like this...
And I'm a game programmer, meaning I'm much more into behaviors, interface, controls, AI, procedural graphics and animations, and other things that are really game/player-related and not engine coding. I never went into graphics further than some opengl code (not that I'd not want too, but so little time so much to do...).
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