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Dreamwave
11-18-2003, 07:13 PM
can anyone give me some tips?
I'm trying to rebuild the Mobil Ave scene from the Matrix Revolutions, I'm quite satisfied with the modelingpart, but this is mainly a texture/surfacing exercise...

I use the standard LW surfacing tools, a bit of procedurals but no UV's. The problem is that I have no idea what I'm doing, the Texturing for Dummies tutorials explained me perfectly what everything is and does...but when I have a good realisticlooking surface it's more that I've just done something than that I really know what to do.

I have no idea if a surface needs more specularity or glossiness or whatever to make it look more realistic...
Does anyone have some tips for this???

EricChadwick
11-18-2003, 07:58 PM
Post an example of where you're at, and an example of your reference. Texture/shader critiques aren't generally very helpful unless they're specific.

Dreamwave
11-18-2003, 08:29 PM
ok, I worked on the wall and the bench...
http://members.chello.nl/t.oudeblenke/trainstation.jpg
and this is my reference pic, this is the only thing I could find.
http://members.chello.nl/t.oudeblenke/Mobil_Ave.jpg

I have that graininess on the bench, but not the right reflection yet (colour isn't the biggest problem)

Same for the walls and the floor, I don't get the reflection right...help is very much appreciated!!!

EricChadwick
11-18-2003, 09:20 PM
Good start.

Well, lighting is the first thing. The reference has lighting from above, with a fair amount of bounce. Your scene looks like it's lit from behind the camera, with just one light and no other illumination.

Second, you should focus on reflection. Seat looks like it should be brushed metal, while floor is maybe buffed concrete or marble, wall is glazed tiles. These surfaces all reflect their environment, so you'll need to build the rest of the station for them to reflect, and you'll need to add reflection ingredients to your shaders.

You'll also need noisiness or variation in your bump mapping. Particularly on the floor.

Neil Blevins has a great resource about materials and their real-world counterparts...
http://www.neilblevins.com/cg_education/cg_education.htm

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