DJATOMIC23
03-24-2005, 08:22 PM
ok here goes this is my first Tut. I cant post pictures but will make it as clear as i can.
my test http://www.pbase.com/atomic23/image/41191585
open a new material and add a blend map in the diffuse channel.
in slot one add a brazil advanced material. in the Basic Surface properies add a Checker map set the tiling in both U and V to 100(this may change depending on your model scale). set color#1 to black and color#2 to 17.17.17(dark gray) click the show map in viewport tag it looks like a checkered cube in material editor.
back in the brazil advanced material under the Texmap Manager make the spec level 100 and add a Checker to the map slo, make the tiling the same as above and make color#1 black and color#2 white. Set the spec Gloss level to 4.0. Soften to 0.1. gain to 0.70.
next go back up a level to the blend and copy the brazil material down to slot two and make it a copy not instance! In Highlight shader change it to Blinn. then in the blinn highlight roleout underneath change specular level to somthing high mine was at 580 (this will give a nice gloss top coat) and put the Glossiness to 50. In the texmap manager go to the Spec level checker and change color#1 to white and color#2 to black, change the spec level of the checker map (this is the spinner next to were is says Checker in the texmap manager) to 10 this is setting how much shine you want on the black part of the checker carbon.
next back in the blend mat. make the mix amount 50.
open the first brazil material we made in slot one. got to bump uder basic surface properties and put 20 in the amount and add a falloff map in the slot. In the falloff map make the top color 213.213.213 RGB and 15.15.15.RGB in bottom color. set falloff type to fresnel. in the mix curve move the left point up to about 0.3 so that the black is a more gray color.
next you need to map your model with UVW Map/unwrap UVW.
Thats it render it with a few lights and see what you get. I used a sky light and 1 omni and it gave me a nice carbon effect.
hope it works for you.
let me know your comments or even if you have a better way.
cheers
:)
my test http://www.pbase.com/atomic23/image/41191585
open a new material and add a blend map in the diffuse channel.
in slot one add a brazil advanced material. in the Basic Surface properies add a Checker map set the tiling in both U and V to 100(this may change depending on your model scale). set color#1 to black and color#2 to 17.17.17(dark gray) click the show map in viewport tag it looks like a checkered cube in material editor.
back in the brazil advanced material under the Texmap Manager make the spec level 100 and add a Checker to the map slo, make the tiling the same as above and make color#1 black and color#2 white. Set the spec Gloss level to 4.0. Soften to 0.1. gain to 0.70.
next go back up a level to the blend and copy the brazil material down to slot two and make it a copy not instance! In Highlight shader change it to Blinn. then in the blinn highlight roleout underneath change specular level to somthing high mine was at 580 (this will give a nice gloss top coat) and put the Glossiness to 50. In the texmap manager go to the Spec level checker and change color#1 to white and color#2 to black, change the spec level of the checker map (this is the spinner next to were is says Checker in the texmap manager) to 10 this is setting how much shine you want on the black part of the checker carbon.
next back in the blend mat. make the mix amount 50.
open the first brazil material we made in slot one. got to bump uder basic surface properties and put 20 in the amount and add a falloff map in the slot. In the falloff map make the top color 213.213.213 RGB and 15.15.15.RGB in bottom color. set falloff type to fresnel. in the mix curve move the left point up to about 0.3 so that the black is a more gray color.
next you need to map your model with UVW Map/unwrap UVW.
Thats it render it with a few lights and see what you get. I used a sky light and 1 omni and it gave me a nice carbon effect.
hope it works for you.
let me know your comments or even if you have a better way.
cheers
:)
