View Full Version : gunmetal blue?
looking at re-doing an older model and was wondering if any body has any suggestions for a good texture/shader combo or whatever to simulate gunmetal?
Here is the Original Image ....... (http://www.deviantart.com/view/175009)
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derwolpertinger
09-27-2002, 11:16 AM
i'd suggest to put an environment map in the corresponding channel to get the desired "shiny metal look". furthermore i think it is much an issue of the specular-make a high specular there. furthermore put a slight blueish noise, very bright, in the specular colour channel to simulate that this weapon has already been touched by someone, like fingerprints an such... :)
ahh and for sure turn on the reflection, but load a fresnel in this channel to get less reflections the straighter you view onto its surface. :D
and a slight bumpmap is also required-cause nothing is perfectly build.
i also would like to know if this weapon should look a bit older or really really new?
hope that helped. :D
AdamT
09-28-2002, 04:17 AM
Had to have a go at it:
http://members.directvinternet.com/amtberg/GUNMETAL.jpg
I added a touch of Spectral Shader in the luminance channel with some falloff. Otherwise it's just color, reflectance, environment, spectral and spectral color (same as regular color).
Per-Anders
09-28-2002, 05:02 AM
hmmm... well maybe you don't want ultra high polish, but that dark oily texture? slight fresnel rainbow in the colour channel, texture in the specular colour channel, and a tiny ammount of bump and fresnel blurred reflection.
AdamT
09-28-2002, 06:27 AM
That looks like a cannon!
say-g
09-28-2002, 08:53 AM
KAPOW!
nice explosion effect mdme not to mention the metal :thumbsup:
:rolleyes: is that volume lighting ?
Wow :) ....You really nailed that oily metal look :thumbsup:
Stu.
randyrives
09-28-2002, 01:17 PM
Nice effect and metal!
ahhh thanks thanks ! thats what i was looking for mdme_sadie excellent, just had a hella time trying to figure out what was good
Per-Anders
09-29-2002, 05:22 AM
You're welcome.
Oh and the lights are just ordinary visible lights, not volumetric, would have taken far too long to render otherwise... just wish you could use other textures on ordinary visible lights :rolleyes:
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