View Full Version : Creating imperfect models : your techniques?
merlin9876 04-06-2002, 11:43 PM We all know 3D software like Max 4 creates perfect shapes and how they look "unreal". I'd like to know what are your favorite techniques under Max 4 to create a more realistic, worn or imperfect look for your models/environnements? I'm new to modeling and wanted to know. I've tried intensifying bump maps, applying some noise modifiers, etc. But whenever I render, it always looks too perfect. Suggestions? Comments? Thanks!
p.s.: does the Max 4 standard renderer cause limitations as to how these imperfections could be rendered? Would something like Cebas Finalrender help since the lighting created could be more "natural"?
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teacup
04-07-2002, 03:25 AM
I usually make things look less-than perfect by a couple of methods. First off I actually model the major bumps and gouges in an object. Secondly clever texturing provides the main dirty-ness to an object. Theres a good tutorial about creating worn textures here: http://www.secondreality.ch
A different renderer can help in making a scene more "real" just by giving more realistic shadows and lighting. There is a big hit in render times tho, and just by learning how to use the basic lights can give good reasults too.
zkydz
04-07-2002, 04:04 AM
I'm sort of a crappy modeler, so it just kinda comes naturally LOL
z
merlin9876
04-07-2002, 08:46 AM
Textures... ah well, seems I got a lot to learn! Well, practice makes perfect so... Thanks!
arcemedia
04-08-2002, 06:13 PM
When you say that max makes "perfect" shapes, I know what you mean - but the easiest way to create more realistic looking models is just to look at the way things actually are. Look at your monitor for example - not a 90 degree angle in site!
What I tend to do to get "reality" into my models is to add chamfers and fillets to the edges that require it - this makes the edges catch the light and you don't get such a hard unreal look to it. I reality the only things that actually have hard edges are things made of really hard materials - such as metal. Even then metal objects tend to be worked with smoother edges so they don't cut you.
Try it and see....
malleus_46
04-09-2002, 10:50 AM
remember things get worn at edges.
and specular, specular, specular. Spec maps (level, color and gloss) are IMHO more important than diffuse maps.
if you take a sphere and give it a good diffuse map, but leave the specular default, it'll look crappy.
put a single color in the diffuse and give it a good spec map, you can have a thing of beauty.
ok here's a jpg to contrast diffuse vs spec (hope it works)
Box on left has spec, grey diffuse. Box on right has the same map as diffuse, with default spec.
Malleus
merlin9876
04-11-2002, 07:53 AM
cool stuff! I'll try this out. Very convincing difference.
Diogo
04-12-2002, 08:30 AM
first thing: bevel EVERYTHING , never use flat edges
then work hard on your textures and expend time in your shaders
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