CHAPTER 03:

e. Glass

Glass is tricky, because not only does it have many stickers on top of it, it also has inset back areas, and not to mention, transperency.

To create the transperency I simply created another composite map in the transperency slot, that corrosponded to the diffuse maps and UVW maps.



3k: The diffuse colour is black, then the transperency is cut out with the transperency slot. For the black colour I simply made a small 100 x 100 px square of black. The reflection maps as well has fall off.

The glass is totally see though, but will only let raytraced light through, keep this in mind when your cars interior is pitch black and you've spent 3 weeks modelling the interior!



3l: After much hastle I was able to make realistic windows, which by the way, are only transperent to the camera, and RAYTRACE lights, Normal lights will not shine through a raytrace material.



<< previous

Ch1 Preperation | Choosing a model | Templates | Guide Splines
Ch2 NURMS | Understanding NURMS | NURMS in practice | Car Elements
Ch3 Textures and Mapping | Paint & Metal | Maps | Composites | UVW hell | Glass
Ch4: Images | FAQ

Tutorial by Morten Munk Rowley at www.munkmotion.com
Munkmotion © 2003