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mike0006
08-27-2005, 06:36 AM
I'm trying to texture a lightsaber for my friends fan fiction movie. I got it modeled but am not happy with how it looks rendered. Any suggestions would be great!

Here is what I am trying to recreate
http://img374.imageshack.us/img374/7052/saber109es.th.jpg (http://img374.imageshack.us/my.php?image=saber109es.jpg)

I am using a difuse map for the black bands. Reflection is white accept for the bands, those are 0 reflectivity. I am using the Uffizi probe from debevec.org with a 8 px gaussian blur on it for the lighting using ILB in mental ray.

here is what i have gotten so far.

http://img385.imageshack.us/img385/6225/forumrendersaber12cm.th.jpg (http://img385.imageshack.us/my.php?image=forumrendersaber12cm.jpg)

rende
08-27-2005, 07:00 AM
try using an anisotropic shader for the brushed metal look.

Nichod
08-27-2005, 11:43 PM
Add a very light bump map. And soften up the specularity.

mike0006
08-29-2005, 06:00 AM
Well I added the bump map. I used a noise texture and stretched it inline with the saber. I tried using the Anistophic shader but didn't get results I liked. Though that may be due to the fact that I have very little experience with that shader and dont know how to use alot of the settings.


If anyone was any other suggestions that they think would help, I'd appreciate it....and you'll get a gold star kid.

http://img399.imageshack.us/img399/3663/forumrendersaber25ip.th.jpg (http://img399.imageshack.us/my.php?image=forumrendersaber25ip.jpg)

bigquix
08-29-2005, 02:14 PM
Hi dear friend
see if this link helps or not. I used it and it worked :

http://67.15.36.49/team/Tutorials/brushedmet/asberg_bmetal_01.asp

bye

soulburn3d
08-30-2005, 05:22 PM
Well part of the problem is you don't have any darker bits being reflected. I'd place some darker bands in your reflection map, that'll go a long way to helping it look more metal like.

Here's a few tutorials you may find useful...

http://www.neilblevins.com/cg_education/aniso_highlights/aniso_highlights.htm
http://www.neilblevins.com/cg_education/aniso_ref/aniso_ref.htm
http://www.neilblevins.com/cg_education/chrome/chrome.htm
http://www.neilblevins.com/cg_education/brushed_metal/brushed_metal.htm

- Neil

mike0006
08-30-2005, 10:53 PM
Ok, looked at all the links you guys gave me (thanks) and tried to apply it to my saber. I added a noise texture to the bump and set the UV tiling to 5 and 25 with a bump depth of .001. I also added blurred reflections with a blur of about 6.


One thing I noticed is that my HDRI was mapped wrong. I forgot to convert it from mirroed ball to a longitude/latitude. So there's one problem solved.

http://img167.imageshack.us/img167/9807/forumrendersaber311dz.th.jpg (http://img167.imageshack.us/my.php?image=forumrendersaber311dz.jpg)
http://img167.imageshack.us/img167/8886/forumrendersaber320qf.th.jpg (http://img167.imageshack.us/my.php?image=forumrendersaber320qf.jpg)
http://img167.imageshack.us/img167/1918/forumrendersaber335zu.th.jpg (http://img167.imageshack.us/my.php?image=forumrendersaber335zu.jpg)

You can see that there is some banding going on around the saber. How can I get rid of these? Is there a problem with my UV tiling settings?

Thx alot guys, I really appreciate the support

mike0006
08-31-2005, 07:54 AM
Also, should I make a diffuse map kind of like one of those brushed metal photoshop tutorials? Or, should I turn down the diffuse all together and rely only on the reflection and bump maps

madart
08-31-2005, 10:44 AM
No there shouldn't be any diffuse/color map. Just use bump. I usually set the diffuse color to black, when I'm using any kind of reflections, unless of course there is some actual colour to the glass or metal.

I can't remember that have used a reflection map at the same time as HDRI, but I might be mistaken. You get reflections from the HDRI. Someone correct me if I'm wrong.

soulburn3d
08-31-2005, 03:26 PM
Well, you could add a little diffuse map if you wanted, but too much may break the look. I try and justify it by saying the surface probably isn't 100% reflective, hence a little diffuse would show through. And the scratched part of the object would be slightly discolored, so maybe include 10% diffuse map in there.

- Neil

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