View Full Version : Texturing : finegrid on headphones
iNFERNiS 06-02-2003, 01:21 AM howdy
I recently modeled my headphones as an exercise, now i'm starting to texture it. But it ain't working out, heh.
I'm having problems creating the black texture with all the tiny holes in it.
http://www.p4c.philips.com/mprdata/020806/0208060370_ihr.jpg
I got suggested to make black dots on a white background, and apply it to the opacity map, but it doesn't really work out well, or maybe it's just me, heh.
any suggestions?
thx in advance :)
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Dave Black
06-02-2003, 01:41 AM
Ok, so I'm going to assume that the image you posted is a photo, though it really could be a model. Actually difficult to tell.
Anyway, when you say something is not working, it does not give us anything to go on. Either post a pic of what you have, explaining why you don't like it, or tell us about the pic/render you posted, and what's wrong with it.
-3DZ
:D
iNFERNiS
06-02-2003, 04:47 PM
sorry if I wasn't really clear on this, my english sucks :p
I see the topic has been altered to, i'll be more specific in the future :)
now, the pic in my first post is a real picture. Just to show the kind of texture i'm trying to make
here's the prob
http://users.pandora.be/infernis/cgtexprob.jpg
the part i'm trying to texture is circeled with a big fat red line :p
As u might have noticed, it looks like #@!$
I was suggested to do it like this; I made a white texture filled with black dots (sample topleft corner), applied it to the opacity slot, added an UVW map mod, set to planar. Well as it seems that doesn't work out really well, or maybe I'm just doing something wrong :shrug: You can also see the tiling (arrows), probably my bad when i created it in PS, don't really know how to make it tile properly.
As u might have noticed by now, I'm kinda new with texturing, so any help would be appreciated :)
Joel Hooks
06-02-2003, 04:56 PM
You might need to use some supersampling? Hammerslay or some such... It'll really jack the render times up, but it might solve your problem.
Clanger
06-02-2003, 04:56 PM
Try applying the bitmap as a large (100) bumpmap as well this should help the light catch the edge.
Baldrick
06-02-2003, 05:12 PM
You can sort your tiling issue out by taking your map into Photoshop and applying the Offset filter - then tidy up the joins.
Dave Black
06-02-2003, 05:50 PM
The other alternative, is you use some sort of procedural texture, which may yield better rusults.
Using the offset filter in PS is a really great way to get rid of the tileing if you want to use a bitmap.
I'd also recommend using this map in your bump channel.
Also, a simple slolid black and white map is fine for the opacity, but for the bump, I'd make the black holes have a circular gradient from black to white. This will make the surface surrounding the holes pit, allowing for your lights to pickup the specular highlights.
Just some thoughts. You're really almost there.
-3DZ
:D
victor throe
06-02-2003, 06:03 PM
i would use the black dots image as the opacity but then apply a slightly blurred version to the bump to suggest a slightly rounded edge to the hole
Dave Black
06-02-2003, 06:03 PM
Just whipped up a quick go at what I was talking about...
http://www.3dzealot.com/cgtalk_helpdesk/headphone-cover.gif
You can download the .max file here:
http://www.3dzealot.com/cgtalk_helpdesk/Headphone_Cover.zip
I just used some simple radial gradients tiled a bunch of times for the bump, and then added a solid b&w radial gradient for the opacity.
I upped the specular levels, and then turned on supersampling.
Eh. Just thought it might help.
-3DZ
:D
iNFERNiS
06-02-2003, 09:15 PM
omg your my hero, lol
very nice, gonna study it, otherwise I won't learn from this
thx a bunch :beer:
Dave Black
06-02-2003, 09:37 PM
Anytime, man. Anytime.
:beer:
Best of luck!
-3DZ
:D
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