View Full Version : Cowboy's Boots Textured
Cactus Dan 07-25-2003, 03:42 AM Howdy,
Well, I just about have all of my cowboy character's parts roughed out. Now I'm tweaking the details and creating the textures.
Here's an image of the texture for the boots.
http://home.earthlink.net/~cactusdanl/Boots.jpg
Again, I'm starting from the bottom up.
Adios,
Cactus Dan
|
|
geoffb
07-25-2003, 03:46 AM
Looks awesome cant wait to see the finished model.
Only thing I see is they seem a bit tall, unless he is in the calvary real boots aren't quite that tall, but its a small detail that since i assume they will be under jeans probably wont be seen, but just thought i would throw my 2 cents out there. hope it helps.
Geoff:buttrock:
modestmouse
07-25-2003, 04:19 AM
looks amazingly nice Cactus Dan!!
are you using body paint?
Cactus Dan
07-25-2003, 04:35 AM
Howdy modestmouse,
Yes, I'm using Bodypaint, along with Photoshop. I also added a little dirtyNUTS to the Diffusion channel.
Bodypaint is still a little buggy in R8, but it's pretty stable for laying out the UVW polygons and also when painting directly on the mesh in the editor view. For the work on the flat image I move to Photoshop. I reckon I've grown accustomed to Photoshop's hot keys when working with flat images (I've been using it since version 2.5).
Adios,
Cactus Dan
JamesMK
07-25-2003, 09:41 AM
Looks very promising. :thumbsup:
Personally, I'd perhaps picture cowboy boots as something a bit more dirty, dusty and worn out... These look like they haven't been used too much. But that depends of course, if that cowboy of yours is mainly a poker-playing dude or a real cow-wrestling roughneck... :)
Deestrakt
07-25-2003, 12:01 PM
looks very good IMO
u managed to render the leather material very well, and the differences of colours as well as the wrinkles add a nice realistic touch.
i'll second James about aging them a little bit more maybe. do u have some Sergio Leone movies in your dvd collection ? :)
Cactus Dan
07-25-2003, 03:10 PM
Howdy,
The trouble is the Specular Channel. I modeled these boots after my own pair, and I noticed that the bottom is worn and dull while closer to the top, there is still quite a bit of specular highlight. With the Specular Channel turned off, the top is too dull and with the Specular Channel turned on, the bottom is too shiny.
Well anyway, here is the solution: Duplicate the material with the Specular Channel turned on and use a 3D Gradient in the Alpha Channel. That way I can mix that Material with the original (Specular Channel turned off) in the Object Manager.
Here's the result:
http://home.earthlink.net/~cactusdanl/Boots2.jpg
(Picture this: He just rolled into town and is fixin' to go to dinner and just got done wipin' the trail dust off his boots.)
Adios,
Cactus Dan
AdamT
07-25-2003, 03:52 PM
Originally posted by Cactus Dan
Howdy,
The trouble is the Specular Channel. I modeled these boots after my own pair, and I noticed that the bottom is worn and dull while closer to the top, there is still quite a bit of specular highlight. With the Specular Channel turned off, the top is too dull and with the Specular Channel turned on, the bottom is too shiny.
Well anyway, here is the solution: Duplicate the material with the Specular Channel turned on and use a 3D Gradient in the Alpha Channel. That way I can mix that Material with the original (Specular Channel turned off) in the Object Manager.
Looks great Dan! If only Cinema had a *real* diffuse channel it wouldn't be necessary to use two materials. As I understand it, the diffuse channel should be able to produce variable width speculars, but ours only affects brightness. Hmm, where's that link to the Maxon request form?
Cactus Dan
07-25-2003, 04:20 PM
Howdy Adam,
Yes, I agree about the Specular Channel. I think it would be nice if the Specular Channel and the Specular Color Channel were combined into one channel and had it's own Alpha mask or Diffusion section. There have been times when I wanted to diffuse the specular in spots but without affecting the color (like in this case, especially, since I'm also using dirtyNUTS in the Diffusion Channel)
Adios,
Cactus Dan
AdamT
07-25-2003, 04:27 PM
I agree the spec and color spec channels should be combined, but what I'm talking about is the *diffusion* channel. I'm told that a proper diffusion channel should not only darken the color/specs/reflections, but it should also flatten out the specular reflections. In other words, the darker the pixels in the diffusion channel, the wider the specular highlights should be. This would allow a very fine-grained control over speculars.
Cactus Dan
07-25-2003, 05:14 PM
Howdy Adam,
As a result of this discussion about the Specular Channel, I started to experiment a little and I discovered that I can copy the Alpha Channel 3D gradient from my second material, paste it into the Specular Color Channel of the first material and set the Mix to "Subtract" and achieve the same effect. This is perfect. Now I don't need that second material anymore.
The Mix settings are Normal, Add, Subtract and Multiply. I'm wondering if the Multiply setting would achieve what you were talking about?
Adios,
Cactus Dan
CGTalk Moderation
01-15-2006, 05:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.