View Full Version : Crack-texturing
TOMMY 3D FREAK 01-16-2003, 10:45 AM Hi everybody, this a question fur all the texturingfreaks!
I've made a greek temple with some collums. Making the diffuse and bump component of the material went fine, :bounce: however, I want to add some more detail to make the material more believable. To achieve this, I want to add a displacement map. But this is were the problem arises. I want to make some cracks an dents in photoshop to make the displacement map. I have a graphire 2 tablet. When I make some random scratches and use it as a displacement map in max the result looks unnatural, to cg.
So, can you give me tips on how to configure a brush, how to make the scratches, and maybee you have done this before and share with me you're expieriences?! Or maybee you can tell me the characteristics on how scratches are made up. This may sound primitve to you, but I really want to go for realism, and this is the first time i've dealt with this kind of problem...
with regards and thanks in advance,
Thomas Kroes, the netherlands
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leigh
01-16-2003, 04:51 PM
I think perhaps it would be easier to help you out if I could see the displacement map that you made and a render of your column :)
It's a bit tricky trying to think of how to improve something that I have not seen! :D
TOMMY 3D FREAK
01-16-2003, 05:54 PM
Hi leigh, you're right, here's the pic...
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http://www.cgtalk.com/images/cgtalk/CGTALK_POST_01.jpg
leigh
01-16-2003, 06:11 PM
But I can't see the cracks in the rendered pillar :surprised
Your map seems to look okay - what is its dimensions? Remember that when texturing. the larger the image, the better the quality ;)
Also, why are you using displacement and not bump? Any particular reason? For the best realism, why not model the cracks? I mean, with clever texturing, you can certainly cheat it with textures, but modelling details like that usually looks better, especially when it is something large like cracks in a pillar?
Also, for a displacement to work well, your mesh needs to be really hi res ;)
When it comes to painting details, it's not really so much what brushes and whatnot that you use, it's how you paint, and how good your grasp of creating detail is. If you know exactly how you want the cracks to look, then creating them in Photoshop should be easy with just a normal paintbrush or airbrush.
TOMMY 3D FREAK
01-16-2003, 06:28 PM
Hi leigh, thanks for the RE, I guess you're right, the cracks don't need to be big, but more subtle... So maybee using it as a bumpmap, is ok too, just wanted some professional opinion and help. PS. like you're ork!! it rocks..
leigh
01-16-2003, 06:45 PM
Aaah I think that this map you are using is a little too low res :)
Also, looking at it now, applied to the model, I'd have to say that the reason they look a little odd is because there placement appears to have no meaning. Placement of details is very important - looking at this, there would seem to be no logical reason as to why the pillar would have cracked like this. You have to think about why the pillar is cracked, and how those cracks formed.
Once you devote some thought to this, and if you study images of real pillars, you'll see that those cracks have to be positioned in such a way as to tell a story - people need to look at it, and know that the cracks are from a earthquake, or from natural ageing, or perhaps from a mighty battle.
Thinking about these sorts of effects will enable you to more precisely place these details, because different effects. whether they come from nature or man, affect things in very specific ways ;)
Another thing you need to add to your map is subtle detail around the cracks. Cracks don't just leave jagged lines - their edges will be broken up as well. Look at a real crack in a wall and you'll notice that along the edges of the cracks, the surrounding plaster or stone will also show signs of subtle crumbling and minor cracking as well.
:)
PS: Glad you like the orc :p
TOMMY 3D FREAK
01-16-2003, 07:42 PM
Thanks leigh for the help, i will post a picture when I'm done!!!
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