View Full Version : business suit texture
snot_nose 11-01-2002, 12:16 AM what do you think should i add to the suit so that it will look more like a business suit?
should i give the suit the same texture as the pants? (actually the only difference is the white strips). right now it is hard to see the suit's texture unless it's close enough.
the shirt under the suit is suppose to be whiter, but since i applied an oren nayar blinn shader (in MAX) so that it will look more like fabric, the shirt is now darker. should i use blinn shader instead of the oren nayar blinn?
what do you think about the tie?
how do u make small folds? with a bump map. and if you want to animate them? do i have to use a plugin for that?
I Tried to apply the texture using a different technic then the normal one.
since my character legs are cylinders i applied edit mesh and uvw cylinder map to each one of them (and then collapsed the stack).
what do you think about it? should i go back to the normal technic of: detaching to elements and then applying uvw map and then working on the texture in photoshop and then applying unwarp uv?
tanx ahead
tal
|
|
leigh
11-01-2002, 11:09 AM
Originally posted by snot_nose
what do you think should i add to the suit so that it will look more like a business suit?
Details, just details :) Little folds here and there, maybe a hankerchief in the pocket... A bump map....
should i give the suit the same texture as the pants? (actually the only difference is the white strips). right now it is hard to see the suit's texture unless it's close enough.
I think that adding the stripes to the jacket would look cool, you should do that. Perhaps try making the pattern a little bolder so that you can see it a bit better from further off?
the shirt under the suit is suppose to be whiter, but since i applied an oren nayar blinn shader (in MAX) so that it will look more like fabric, the shirt is now darker. should i use blinn shader instead of the oren nayar blinn?
Hmmm... Blinn should do the trick... Try bringing up it's diffuse amount as well, as it may be a little low. Also try lighting your model a little better, that would also help. When texturing things, it's best to light the model pretty brightly and evenly, so that you can see all the details properly. Although your model is fairly well lit right now, try lighting it a little more around the top.
To make it more fabric like, why not try using some bump maps, to add a woven look to the shirt? Cotten also reacts in an interesting way to light - it often appears to be rim-lit, in other words, the edges seem to glow in places. Try using a ramp in your luminosity channel, or even your colour channel, which is set to incidence angle, and makes some of the edges appear brighter when lit.
what do you think about the tie?
Hmmmm.... the tie isn't looking too good right now. It looks way too flat. Try fleshing it out a little with a bump map, especially along the edges. Ties are usually very uneven along their surfaces. Also, the fabric from which ties are usually made is rather shiny, so try playing with your specular and gloss settings. It should have an almost silky appearance. Plus it should have a woven bump to it too.
how do u make small folds? with a bump map. and if you want to animate them? do i have to use a plugin for that?
Yeah, use bump maps. You could model them too, but that often ends up with a nightmarish poly count, although your model doesn't seem to have a very high poly count at the moment.
It's really up to you. Animating with lots of geometry IS more work, but it does usually work better :shrug:
If you decide to use bump maps, they should automatically deform with the model when you animate it. Alternatively, you could set up some morphs for the texture, so that the folds deform the way you choose.
I Tried to apply the texture using a different technic then the normal one.
since my character legs are cylinders i applied edit mesh and uvw cylinder map to each one of them (and then collapsed the stack).
what do you think about it? should i go back to the normal technic of: detaching to elements and then applying uvw map and then working on the texture in photoshop and then applying unwarp uv?
Just unwrap each part individually and go from there :)
snot_nose
11-01-2002, 02:43 PM
Try using a ramp in your luminosity channel, or even your colour channel, which is set to incidence angle, and makes some of the edges appear brighter when lit.
when you say "a ramp" do you mean a fall off map in the self-illumination channel (i'm a max user)?
and what is a "hankerchief"?!?!?
tanx for the help, you rock!:buttrock:
leigh
11-01-2002, 03:12 PM
Yeah, a falloff map :)
A hankerchief is that cloth thing that people blow their noses with ;)
snot_nose
11-04-2002, 12:20 AM
I have decided to texture the model in the normal technic that i know about, since i'm just a beginner and it's not really the time for me to look for new technics.
my question now is: if the tie has a different texture map (a procedural map) and different values, also the hands should have different values of specularity and glosiness, does it mean that i need to detach them into a different objects (not elements)? because when i'll animate the model they will be animated together with him, wich means that i actually need them to be part of the same object.
so does anyone know what to do about it?
should i maybe detach them into different objects and then after texturing them to attach them back together?
a hankerchief, ha? maybe i should start using it instead of the finger.
:drool:
leigh
11-05-2002, 11:33 AM
I don't think that detaching them is necessary - can't you just assign them seperate surfaces? Surely you have individual control of each attribute of the different surfaces?
snot_nose
11-06-2002, 02:21 AM
yeah, it's actually wasn't a big deal. it's just that my computer is totaly slow, and i'm always afraid of finding out that i have to go back to start doing everything from the begining.
especially with texturing where there is no way that max and ps will be working together in the same time for me.
CGTalk Moderation
01-13-2006, 09:01 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.