View Full Version : realistic metals
04-01-2008, 03:21 AM
hello,im beginner in this forum,this the best forum for me,before asking my question excuse my
i m found some tutorials of photoshop ,but not very good for me , i m searching of tutorials
to help me to make good texture of old metal ,weathered metal for armor ,helmet and shields
this is very important to me, to learn how creating my own texture for models.
please answer me soon thanks
my exemple is like that:http://forums.3dtotal.com/showthread.php?t=56981
04-02-2008, 07:37 PM
I donīt know any tutorials about how to paint aged metal in Photoshop.
But I can give you general tips.
1. Its important to know how 3d applications handle textures.
2.Search for good textures (photographs) of aged metal that in the best case donīt have any highlights on it. Try to make shure that the texture is not reflecting objects in the background.
Then you have a good base to start with.
Shyniness and reflectivity will be added in the 3d application based on the sourroundings in the 3d scene.
The Potoshop part in this will be painting a grayscale texture that defines where the object is more shiny and where it is not so much (eg in regions where the rust is).
Pure white-> extremely shiny, pure Black-> no shinyness.
Reflectivity works in the same way.
3. using a greyscale version of the final color texture is a good startpoint for reflectivity and specular Maps.
For a realistic look you will have to rely on photographs and you wonīt paint it by hand.
hope that helps a bit
04-04-2008, 11:56 AM
Well, I did a tutorial for that, but for Vue, so not quite the same.
Calegolas gave good tips :)
1) metal colours its reflections, it doens't reflect like a mirror does.
for example, say a piece of steel is greyish-blue, that will colour reflections (& reflected light) from it, so in render programs it maybe good to turn that ability on, if it exists.
2) Understand REAL metal. We 21st century Humans are not used to archaic arms and armour. Real weapons and amrour were hand made, not rolled out of a factory, so, surfaces were beaten flat by hand. If you run your hands over an old weapon, you'll feel the slightly undulating surface, showing it was beaten out.
Very expensive weapons were polished to take that away, but only nobles and kings would have such blades, it cost a FORTUNE to hand grind a weapon down, as it took months.
Blood especially pits and darkens metal. Rust and verdrigris actually build up and out of a surface, it's "puffing" out the material. It's wrong to show crusted rust and verdigris with a just a negative bump, usually. It's when the rust verdigris is cleaned or knocked off, if leaves pits. So, a sword slowly gets pits eaten into it, caused by blood or rain, which then is ground out.
Very best weapons were made from Damascus Steel, which is layered grades of fine metal, beaten into a sandwich, the surface is very visibly marked with those patterns.
3) Easy way to do basic texture for metal in Photoshop is to, run the Clouds filter, to provide randomness, in greys. Do it several times on different layers. Use Motion Blur, strong, on a layer, to give interesting texturing. You can use WARP on a motion blur layer, or Liquify, to simulate more randomness or Damascus Steel.
04-08-2008, 08:37 PM
It depends on if you are creating a procedural shader, a blend or just a texture map. Usually I will do all three or a combination of mapping techniques to achieve metal in a 3D environment. However if you are just applying simple texture maps there are tons of tiling textures available via the internet that will give you a good start. There are also PSD syles and patterns that you can download via the adobe exchange or deviant art that have metal patterns and textures already in the file.
That image looks like a prodedural shader mixed with a bump map and blend of another texture for the "grime" - In 3D max I would create a blend with one of the textures being "chrome" (a default texture provided with the program) and then apply a tiling "grime" texture to it for the bump and the "soot".
You might have better luck asking this question in one of the 3D forums here.
Also depending on what software your using will determine what you do to achieive that type of metal. Lightwave, 3D max, Maya and Blender have similarities but they handle textures differently and trying to translate that from one program to another is difficult to say the least.
04-10-2008, 02:18 AM
thank you very mush ,that was very helpful,i need help to make the metal very realistic
how can i setup parameter of metal in 3dsmax please answer me soon.thank again:)
04-10-2008, 11:13 PM
i need help ,please someone help me to found parameters of 3dsmax to create realistic metal
excuse my bad english
04-10-2008, 11:13 PM
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