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Quindo
05-03-2009, 04:50 PM
I'm currently working on a game that's all about paper. It's set in a 3d world made of white office paper, the regular kind. Not realistic but a sort of stylized, childish world. Think of it as if a ten year old took your printing paper and built a little town.

Now the problem I ran into is that I can't seem to get the real "papery" feel going. It all looks like plaster or concrete. The thing with paper, it's absorbs all the light around it, but isn't really transparent.

Right now I'm just using AO with soft shadowing, self-illumination and a minor spec, but it just isn't enough in my opinion. Also I would like to easily make normal maps for wrinkles through caging but it would just be too much work too make high-poly models of all the objects by hand (without some cool crumpling modifier).

The point is, there are only two artists in my team (myself included) and we would love to find some easy process to apply to all our objects without having to go over all of them by hand and still get the paper material going.

So:
Does anybody know of any cool shaders that are designed for these materials?
How do I get get that weird transparency that's so typical to office paper?
Are there any easy ways of making normal maps for wrinkles/crumples?
What about the diffuse? Just plain white? Or should I bake in some light?


I'm sure there is some way of going about this easily, without too much hassle and maximum control. And I wonder if anybody else has ever tried to make something with this specific material. I've really looked around and all I ever find are people who use the diffuse to make their material look paperish. But office paper is just white!

Anyway, thanks for reading this long post. I hope some people come up with something sweet. I cannot at this time post any WIP. Any help is appreciated.

soulburn3d
05-03-2009, 07:09 PM
Your paper is gonna need some sort of translucency. Thankfully, very flat objects like paper are a pretty simple business as far as translucency goes, you won't have to do big expensive Subsurface scattering calculations. However, you neglected to mention a few details, like if this is for a game, what engine are you using? Are you writing your own engine? And what 3d app are you using to then export to the game engine? For example, 3dsmax's raytrace material has a translucency slot, but your exporter may not export those properties properly.

- Neil

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05-03-2009, 07:09 PM
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