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Kinematics
03-05-2008, 08:04 AM
Hey guys, I've been working on some architecture work and there is the typical couch with the cloth fabric. Sometimes, somewhat like Sued (is that how you even spell it :P ) What I am curious about is that at this point of time. I tend to use a simple noise bump map to fake the look of it but what do you guys do?

Also, what gives it that softness, the feeling of fabric? Is there subtle Sub-Surface Scattering involved. I would think there would be except the corners where all the fabric is pinched together and sewn shut. Also pillows aswell, sometimes they just lack that softness and I was wondering if sub-surface helps this.

And on an unrelated note. I read somewhere that it is a good habit to bevel everything in 3d in order to give it that subtle specular highlight that makes it feel more correct since nothing is perfect in real life.

But for edges of walls etc, do ppl actuallly bevel everything? Im wondering whether there are advantages to it. Or with Global illumination, final gather and Ambient occlusion....such corners are kinda invisble in the image cause of all that softening in textures and stuff

Kinematics
03-26-2008, 10:55 AM
Been using the mia_x material and getting pretty decent results when I dial down reflections and glossy factors and dial up the roughness. But is this where I stop? I've watched a video that used a checkered texture and fed that into the specular to achieve the nylon fiber cloth sorta look.

What do you guys think?

rosewalt151
03-29-2008, 09:28 AM
Hey guys, I've been working on some architecture work and there is the typical couch with the cloth fabric.

Sometimes, somewhat like Sued (is that how you even spell it :P ) What I am curious about is that at this point of time. I tend to use a simple noise bump map to fake the look of it but what do you guys do?


Hi!
If your color, bump and spec map is already set for the couch shader, try applying a ramp in incandescence (ramp color - your choice) tweaking required.
Add a sampler Info drag-drop on the ramp. In the connection editor which pops up connect facingRatio to uvCoord the result u get will be a softglow on the shader.
This has worked for me with pretty good result.
:)

bonestructure
03-29-2008, 03:58 PM
I'm not familiar with the software you're using, so I don't know if this will help. I use Max. What I do, though, for materials like this, is to use blend maps. I generally mix noise or cellular with the smoke material, then blend them together and resize them until I get a look I like. Usually works pretty good for me.

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03-29-2008, 03:58 PM
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