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markdeaton
07-12-2005, 07:12 PM
Hello again folks, I'm back again to hopefully gain some knowledge.

I'm having trouble getting a good clean shiny armor look. Here is a reference image:

http://www.eqfashion.com/images/bdf0d1ce3c09c72cc56da6c12908ad9e/147.jpg

I can model the meshes fine... it's just the texturing that is difficult for me. Would anyone have a good suggestion for this? For example, the helmet is apparently a variation of grey, with some highlights shadows either burned or painted in. what technique would you use to do this?

I didn't think this would be this tough!

markdeaton
07-12-2005, 09:11 PM
one more source image. would be nice if i could just model a piece, stick a material on it, then load it up into a program that would burn the light/shadows into the texture while it's wrapped around the model. is that possible?

http://www.eqfashion.com/images/bdf0d1ce3c09c72cc56da6c12908ad9e/431.jpg

housewarmer
07-13-2005, 06:36 AM
Just to make sure, you are refering just to models for real time engines? In any case the key to bright armor is the reflective quality of the metal. If you want bright armor place it in an evironment that is bright, although I'd give the environment a decent amount of contrast to make the surface contours more evident. If you're going to real-time and can't use a reflection map then you can "bake" illumination into the file texture. Basically this process calculates all the various interactions a surface has and modifies the original texture map. I know that Maya & Lightwave can do this & I'd bet that Max can also.

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07-13-2005, 06:36 AM
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