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Beldor
04-16-2002, 04:42 AM
Hey everybody!

This is my first challenge, so I've got to use an old model I got lying around. Never got around to texturing it and such, and since its no better time than the present I thought I'd have a go at it. :)
It is an Ork Gunwagon, a unit from Warhammer 40k, and I'm going to try to texture it in that style. I havent done much texturing before, so I hope you guys can give me lots of tips and stear me on the right track if I mess up to badly ;)

http://www.b0rg.com/challenge/orkwagon01.jpg

"It is pitch dark. You are likely to be eaten by a grue."
Zork I

malleus_46
04-16-2002, 06:19 AM
Cool, I love 40k stuff!
what package are you using?
My advice: concentrate on specular maps.

good luck!

seppomatik
04-16-2002, 05:17 PM
hell i love 40k! iīm really looking forward to see this textured. orks arenīt known to be the tidiest guys around so it should look beaten up i guess.

Beldor
04-16-2002, 08:10 PM
malleus_46: I'm using 3dsmax

seppomatik: Yep, I will be trying to make it look worn, scratched up, dusty and well used by untidy orks ;)

Here is a small texture test I've done. The problem that I have is getting a nice metal feel over the texture, so that is the main problem I face right now. But I will work some more on that today. I also need to light up the scene better... but one thing at the time :)


http://www.b0rg.com/challenge/mattest01.jpg

"The statement below is true "
"The statement above is false"

puddlefish
04-16-2002, 08:16 PM
This looks great, nice model and refreshing to see a vehicle for a change!!
As well as looking scratched and beaten, I'd also rough up some parts of the model, break off some hand bars or dent the body a bit.
Also, don't forget to put loads of cool ork markings on it! Have you decided on a clan yet?

malleus_46
04-17-2002, 12:33 PM
have you considered using a blend material: make one material that looks like red paint, and one material that looks like metal, and mix between them

tips for metal: use the multi-layer shader, set the diffuse level quite low, like less than 50. Metal isn't a diffuse surface, in fact when i do metals i set the diffuse to 0 and just use specular/reflection maps.

Malleus

Beldor
04-17-2002, 03:52 PM
puddlefish: nope, havent thought of any clans and markings yet, there is none on the reference model.. but its a good idea so I'll look into it :)

malleus_46: right now I use a mix material with masks.. there is one ground material which is the color, then I've got two masks that control the dust and the scratches. (see link) Then i got a noise map to color the dust and the base material is the color of the metal. I'll look into what you said, and see if I can create a metal shader alone.. and then try to merge that one with the current texture that I use.

example of the three textures (http://www.b0rg.com/challenge/texture01.jpg)

"If at first you don't succeed, redefine "success.""

Beldor
04-18-2002, 01:37 AM
Ok, a small update.. I think I'm getting the hang of it now, still some tweaking to do though. Also need to light the scene better.

http://www.b0rg.com/challenge/mattest02.jpg

"Perfection (in design) is achieved not when there is nothing more to add, but rather when there is nothing more to take away."

rolhionjs
04-18-2002, 04:26 PM
My oh my !!!! it's killing me by a shoot !! gargg ! :) good start !! :)

Beldor
04-20-2002, 05:25 AM
Another small update. I wonder if I should add some rust and such, or just leave it at dusty & scratched up.. and maybe put in a dent here and there. Anyhow, weekend now so we'll se what can be done then :)

http://www.b0rg.com/challenge/mattest03.jpg

"In Life: You've finished a 900 page novel. Your life's work. You will be a famous author world-wide; but then, it falls into the lit fireplace.

Computer Equivalent: Quitting without saving. "

malleus_46
04-22-2002, 09:52 AM
Lookin good!
Texture-wise i think you're on the right track, watch your ambient lighting levels tho. The shadow areas (inside the tracks and the wheel rim) are only marginally darker than the lit areas. The phrase here is "dynamic range". You want as much contrast in an image as possible, so the darkest bits are just off black and the lightest areas are a fraction less than white. (you want to avoid big slabs of either pure white or pure black tho, makes it impossible to composite later)
What sort of lighting set up are you using?

Can't wait to see more!

OZ
04-23-2002, 03:48 AM
WOW!very nice style!:eek:

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