View Full Version : Paint Materal
Pegasus1820 08-26-2008, 01:42 PM Hi all, it seems the only posts i post are questions :P hopefully i will be able to contribute more as I learn. Anyways, i'm looking to model a realistic light house ATM, and I am having trouble with the paint. It needs to be a very bumpy white pint as seen on a majority of light houses:
http://www.lighthouse.net.au/lights/VIC/Cape%20Nelson/Cape%20Nelson%20Lighthouse%20ek%201.jpg
Any ideas on how I can achieve this? or if anyone know a good material? I'm using 3ds max 9
Thanks guys,
James
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scrimski
08-26-2008, 01:49 PM
Which renderer?
Pegasus1820
08-26-2008, 02:07 PM
I was jest going to use the Default Scanline Renderer, should i use a different one? As I said i'm very new XD I have only jest gotten the basic handle on modeling, here is what i got so far:
http://img247.imageshack.us/img247/9215/lighthouseda8.png
scrimski
08-26-2008, 02:29 PM
I was jest going to use the Default Scanline Renderer, should i use a different one?
THough I'm a hardcore Scanline fanatic I have to damit that Vray or mental ray(comes free with 3ds Max) can handle Global Illumiation, blurred reflections, glossy speculars and displacements faster than Scanline does.
Start with a near white diffuse color( I usally mix subtile different white tones with a very small noise map), use a very low Glossiness and a specular around 20 up to 30. For the bump map try the 2D tiles map using some color variance and a small speckle map for the brick color.
Depending how close you will show the object you might use a displacement map(in which case I would use mental ray for speeds and qualitys sake).
You also may paint the bump map, but I prefer procedural attempts.
Keep in mind that you need a proper mapping or unwrap for 2D maps like the Tille map
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08-26-2008, 02:29 PM
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