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specialk12
07-20-2008, 08:38 PM
I'm trying to create a blood stain texture on my tile floor. I was able to successfully do it using the blend map. I use 3ds max 9 btw. My next problem is the realism. If you look at my stain it doesn't look real enough. How do I make it realistic?

I also used photoshop cs2 to mask out my stain.

thanks

Cameo
07-21-2008, 10:20 AM
Its far too vivid mate. Check this image out :-

http://bp1.blogger.com/_aALhmE3gEAM/RbSqWM3X5dI/AAAAAAAAABc/tMnDThvLUkI/s1600-h/Man+sleeping+next+to+blood+stain.jpeg

As you will see, the colour is heavily desaturated and in parts appears
brown/black where the blood trails off.

Think of it like a glaze on the surface of your floor, at the moment yours
appears as a flat colour. You definitely need to show the floor coming
through at the edges and maybe also in patches in the centre.

I think you need to knock the saturation of your texture back and add some
colour variation in it anyway but by introducing transparency in areas it will
immediately integrate with the floor much better.

Is that light edging painted in or an issue with the alpha? I'd get rid of it if I were you and use transparency at the edges instead.

Adding a spec map will also sell it a lot better once you've finalised your colour

specialk12
07-25-2008, 04:29 AM
"Is that light edging painted in or an issue with the alpha? I'd get rid of it if I were you and use transparency at the edges instead"

are you talking about getting rid of the alpha channel?

another question I had was about uvw mapping.

I have 2 layers of uvw mapping. One is for the color blood stain and the other is for the same blood stain, but a mask of it.

How do I get the two to align perfectly using the uvw mapping. I tried copying the coordinates, but they still won't align perfect.

Cameo
07-25-2008, 09:40 AM
Why dont you use the same uvs and just paint 2 different maps?

specialk12
07-25-2008, 03:57 PM
"Why dont you use the same uvs and just paint 2 different maps?"

u talking about copying and pasting the uvw's. Or using one uvw and painting 2 different maps on the same one?

thanks

Cameo
07-25-2008, 05:01 PM
Yea using one set of UVs and just painting 2 seperate maps for it. Is there any reason why you cant use the same UVs for both?

specialk12
07-25-2008, 07:24 PM
well i'm using the blend map, so one slot needs to be used for the mask. I set an ID of 3 for the mask slot. In the uvw modifier I also set an ID of 3.

If I use one uvw modifier where would I insert the mask into my maps??

specialk12
07-26-2008, 01:57 AM
I think the light edging is an issue with the alpha. I did not paint that in.

How do I correct it?

specialk12
07-27-2008, 02:13 AM
anyone, anyone?

specialk12
07-28-2008, 03:50 AM
is anybody out there. 229 views and no one to give an opinion? Hard to believe???

JonathanFreisler
07-29-2008, 03:27 AM
imo just paint the blood onto the carpet in ps, less mucking around.

heres a blood texture i quickly made using images from cgtextures, they have heaps of great blood and splatter textures. I found a few ones i liked, multiplied them over a carpet texture, blures and smudged some edges so it looks like they have seeped in and ran, used the carpet as a mark over the top so the caps of some carpet isnt red, mixed a few colours in and wallah.

heres a diffuse example

http://i112.photobucket.com/albums/n181/jono3029/blood_tile.jpg

heres a reflect example

http://i112.photobucket.com/albums/n181/jono3029/blood_reflect.jpg

hope that helps

specialk12
07-29-2008, 03:52 AM
i know that, but what I want to understand is how to get rid of the white edges that appear around my blood?

What am I doing wrong in photoshop or 3ds max?

JonathanFreisler
07-29-2008, 04:13 AM
"views and no one to give an opinion?"

i gave my opinion, if you did it this way, you wouldnt have your problem.

just copy one uvw map, past it, then set the channel to a different one. thats how to get 2 uvw maps in exactly the same position.

specialk12
07-29-2008, 04:26 AM
i appreciate you giving me your opinion, don't get it mistaken.

I was copying the uvw and setting it to another channel. It was still giving me the white edges.

Do you think it's because the two uvw maps don't line up exactly? I was thinking that, but wasn't sure.

JonathanFreisler
07-29-2008, 04:35 AM
its extrmely hard to tell whats going on without sufficient info. Two uwvs not lining up would not produce the white around the outside, it could be so many things, spec, reflection. Is the blood colour texture just red? or does it have white around the outside?

specialk12
07-29-2008, 05:18 AM
"its extrmely hard to tell whats going on without sufficient info. Two uwvs not lining up would not produce the white around the outside, it could be so many things, spec, reflection. Is the blood colour texture just red? or does it have white around the outside?"


It's not spec, reflection or any of that. I don't have any maps inserted into the slots. I just have one map inserted in the diffuse slot, another map inserted into the second slot and a mask inserted in the 3rd slot.(I'm using a blend map)

The color texture is just red, no white around the outside. The mask is just a black/white image.

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