View Full Version : help with textures in a WIP
Triying 2 match a design found in a car design web:
and this is how it's going:
tried to fake anisotropic because BDRF seems to go crazy when you put some reflection ( if I put 0,5%, it renders as 100%:surprised ) Please someone good at texturing,help me. no need to be called Leigh or wiro or pblanche... but their help will be welcome too :p
08-07-2002, 07:45 PM
*Obi-Wan voice* Use the specularity, bri.... use the specularity...
You need to start adding variations to your spec/ref/diff channels to match that look :)
You also need to roll up your sleeves and really climb into all those grooves and holes and grime them up a bit! At the moment you are being to careful to make everything too neat and perfect - mess it up!
Also, your colour is way too consistent - no colour remains so perfectly consistent over a large surface. You need to add subtle variations to that too ;)
You should also try and match the lighting from the sketch, I think it will help you to get the right mood in the render :)
08-07-2002, 10:20 PM
Don't forget the glossiness channel. ;)
Thanx a lot for the help. I was goin' to put som rust all over the whole thing, but 1st i wanted to find a good way to match that color... the f*** viper shows a different lighting when using area lights. shoud i add some noise to all those chanels, or gradients, or what? I know you like to use image maps, but how would be that in this case?
the lighting is not perfect, but if I use the overexposed setup of the drawing i can't see the errors.
I'll wait for your help again. I work as a modeler only, but i want to make some projects all by myself, and need to learn some good texturing.
08-12-2002, 08:10 AM
Here's a BIG tip - never trust VIPER completely ;)
You have to bear in mind when using VIPER that the colours and lighting are NOT accurate :p
I personally hardly ever use it because of that. There are few things more annoying that setting up a texture/light (particularly volumetric lights) in VIPER that look absolutely fantastic, and then when you render them out they look COMPLETELY different :annoyed:
I terms of matching colours, I just use the old trusty eyedropper tool in Photoshop ;)
Yes, you do need a lot more noise in your textures - diffuse, colour and spec particularly. I presume you are doing this mostly proceduraly? If so, then you still need to make alpha images to place the procedurals more precisely. This means unwrapping the object, for best results...
hope this is what you're talkin' bout
i presume the fake anisotropic does not work as expected, :shrug: but didn't find a better way: in bump, added turbulence with dimensions x=100m y=1mm z=100m. of course, it shows artifacts in the top sides of each object...not good:annoyed:
prayin' 4 more help
ps: i'll be in the beach for a week... holiday at last :bounce:
08-16-2002, 12:23 PM
That's looking better, but I think that overall it is a little too shiny. Try taking down the texture value of the procedural in your specularity :)
Hmmm.... I'm having trouble spotting artifacts :surprised I can see some weird block shapes - is that what you are referring to?
Although the original design shows a pretty clean vehicle, I do think that this might look cooler if you added some more damage and dirt :cool:
this is what i mean...:thumbsdow ARTIFACTS!!!
and i agree, i'll add some rust, scratches and even bullet holes when i come back. thanks again:beer:
maybe i've put too much dirt and scratches:shrug:
waiting for your advice
09-11-2002, 05:11 PM
Yeah, a little. Just remove some of them. :)
That's a strategy I use sometimes: Overload it then remove the ones that don't look right.
01-13-2006, 01:00 PM
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