View Full Version : photorealism texturing...
hey guys, would appreciate help with the detail and texturing, specifically the carpet and desk... forget the lighting now, well, help if you can, but theres a post for that right over here (http://www.cgtalk.com/showthread.php?s=&threadid=34855)
:)
just let me know your thoughts and how to quickly improve please, i have many years photoshop behind me so if theres something that can be done there texture-wise let me in on it :)
thanks a lot
cuse
|
|
forgot to attach-
http://www.hypnoticmedia.co.uk/imgsrc/wip/tunbridgewells/reworkinglights.jpg
thanks
cuse
dont know why the blue carpet is acting that way...
http://www.hypnoticmedia.co.uk/imgsrc/wip/tunbridgewells/carpettexturing.jpg
...its dimensions are 12x12cm and in the colour texture editor ive got the x and z at 120mm same for the other carpet but its dimensions are larger ( ) cause i had to find a close symettry as its patterned
comments please :)
cuse
leigh
01-07-2003, 03:48 PM
Well, if you are wanting photorealism, then the first thing you should avoid is tiling textures ;)
Tiling textures is fantastic for games, and for things which are going to be seen way in the background, but for close-ups, they are not sufficient, since we do not see such repeating things in real life :)
The most important thing for photorealism is an attention to detail, accross the board. This means that your models have to be great, and, in some ways, even more importantly, your lighting and texturing has to be excellent.
You models seem fine, although perhaps a little too perfect. I know that office environments are often pretty perfect, but perhaps you could tweak your models a little to get rid of those perfect edges and shapes.
For textures, you need to make sure that really think about how the object is used, and the manner in which it is used affects it's appearance. It looks like you could benefit from reading some stuff about texturing - have a look here (http://leigh.cgcommunity.com/tutorials.htm), and at the top of this forum, for some basic stuff on "thinking" about textures :)
Your lighting could also do with some work :)
Your chairs don't seem to be casting shadows, and there seems to be a little too much ambient light. But I am no expert on lighting, so I cannot give you many tips. There were some excellent Siggraph papers a few years back on lighting, you should see if you can find them. Try looking through Google.
hey thanks for the feedback, nice to know someone has the patience to help...
i check that link and your own tutorial (not fully yet tho, wanted to run some tests thro this first...) but ill see what i can do. Lighting is my main worry... by the way, how would i create the patterned carpet without tiling then? thats just totally confusing to think, i mean the blue one might be possible but i just wouldnt know how to :)
thanks again
cuse
leigh
01-07-2003, 04:36 PM
Well, for the patterned carpet, you can start off by making an image map with the image tiled on it, in Photoshop or whatever paint program you use. Then, make the pattern imperfect, and use painting tools and such to add random markings and things like that to it, so that when you look at it, it won't be the perfectly tiled pattern.
ok... sounds like ive got a fair amount of testing to do :)
is it best to create seperate image maps per chair for instance with seperate image maps per section-left arm, right arm, legs etc... ?
thanks for the help, must get onto your tutorial again :)
cuse
leigh
01-08-2003, 02:05 PM
Yeah, texture each chair individually :)
Everything is different ;)
bjotto
01-08-2003, 05:22 PM
Leigh probably said most things but to little on dirt(I love dirt)
You really have to think about what things have been used for and what could have happend. Atleast one of those chairs could have coffeestains on them the. Floor is not often that clean atleast in corners and under the chairs. The wood on the arm rests should look more worn, someone has used the chars right. The same things for the fabrics. Oh and listen to Leigh she knows this stuff(atleast better than I do)
And one last thing, is any one intrested in a step by step dirty worn textures tutorial, I'm considering writing one
leigh
01-08-2003, 10:04 PM
bjotto, you should definitely write that tutorial :thumbsup:
Projectkmo
01-09-2003, 01:09 AM
yes Bjotto...any good texture tutorials are allways welcome!! especially dirty ones!!
bjotto
01-09-2003, 06:10 AM
I'll do it on one condition, that you correct my grammer and spelling, lol
good texture tutorial
I didn't say anything about a good tutorila, I'll just do my best...
TheEnd
01-09-2003, 08:49 AM
I would have moved and rotated the chairs and tables a little bit, as they currently are lined up to perfect.
hey thanks again for the comments,
bjotto-i would love to see that tutorial...
theend-actually its mean to be a reception for a hospital that ive seen, so the chairs etc are constantly straightened adn things moved back to place.
i guess that adds a lot to what everyone is saying, the place would be kept in pretty good shape, so there wouldn't be much 'dirt' but there would be scratches and marks, would love to make the carpet a bit messed up. if anyone can help explain how i would make the effect that you get after vacuum cleaning the carpet and theres marks everywhere, like when you push the grains the wrong way... make sense?
thanks for all the comments tho, much appreciated. if theres any other way to improove i would love to try...
thanks
cuse
sorry... just some tests i did yesterday...
http://www.hypnoticmedia.co.uk/imgsrc/wip/tunbridgewells/3latestviews.jpg
cuse
TheEnd
01-09-2003, 02:41 PM
Unless it is a robot that is doing the straightening, there will be some subtle differenses in position and rotation. This is a quick and easy way to make 3d scenes a bit more human.
I recomend You work a bit more with the lighting. Where is the light coming from? Are the windows the only light source? I think you will have a great scene once you have the correct lighting.
It will then be easier to comment on the textures.
thanks... actually im not arguing but the way the matrons treat nurses to keep a place how they want it is kinda millitary so maybe it would be slightly robot like :)
anyway at the start of the thread i did say ive started another post about the lighting, theyre the two things i really need help one, well, above everything else... check the top view so you might understand the scene a little better and let me know your thoughts. thanks.
topview (http://www.hypnoticmedia.co.uk/imgsrc/wip/tunbridgewells/flataerialplan.jpg)
cuse
CGTalk Moderation
01-14-2006, 03:00 AM
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.