View Full Version : Texturing Cog Tags
makani47 09-24-2009, 08:03 PM I made these cog tags a little while ago. I'm new to texturing, but do have a little knowledge of it. I'm not looking for a step by step tutorial or anything, I just want to know what you're overall process would be for making the texture for the tags. I'm using 3ds max 2010 (barebones)
|
|
soulburn3d
09-24-2009, 10:28 PM
That's basically blurry metal, with a stronger bump map. This may help...
http://www.neilblevins.com/cg_education/chrome/chrome.htm
It uses Brazil, but the theory can be applied to any renderer. Or if you want to use mentalray, you could also just look for a similar material here...
http://www.mrmaterials.com/
And don't forget to keep this in mind, since your objects are primarily flat...
http://www.neilblevins.com/cg_education/flat_metallic_surfaces/flat_metallic_surfaces.htm
- Neil
sundialsvc4
09-25-2009, 01:08 PM
This is a game of "surface characteristics" and "color temperatures."
Look at the light. Measure RGB values from the reference image. Take a histogram of the shape.
You see that there are actually several layers of different light-effects going on here. Start with the bare metal: get the colors right, the base specularity and so forth, and perhaps most importantly, the color-temperature of the lights. Get a perfect rendition of the smoothly un-machined material.
Now the lettering: a separate object, with a separate material for the ink. Get the perfect fresh-from-the-inkpot color, and for now, stencil it on the freshly-made surface.
Next step: engraving. A bump-mapping layer is added to the growing render-chain.
Next step: finish manufacturing. Presumably some kind of abrasive wheel was used in the factory. Emulate that. Did it happen before the lettering was stamped in, or after? You decide, and wire-up the chain accordingly. You might need a "halo" mask over the lettering because the abrasive-wheel would have etched the top edges of the letters but not all of them.
Now: age. Scratches and bumps and sticky dirt stuck onto the surface. Develop these one at a time and wire them into the render-chain with "knobs" that will allow you to dial them up or down. Don't forget the letters; handle them separately, at least at first.
Check your lighting and the color of your lights, then start tweaking the textures. Hopefully your software lets you do that in real-time if, say, you've rendered the basic pristine objects and all of the maps ahead of time. (When you've got the "mix-down" just the way you want it, you can replace the pre-made maps with the algorithm nodes that originally produced them.)
The histogram of the CG rendering should be close to that of the reference shot, and mostly bell-shaped. Avoid opaque shadows and blown-out whites. (Channel the ghost of Ansel Adams.)
Notice that I have described:
A workflow of "successive refinement." You get one thing at a time really-right, knowing that it all comes together (only) at the end. A data processing sequence consisting of many distinct "nodes" (a.k.a. "passes"). A great deal of creative experimentation in how you "wire up" those nodes. Arrange things so that you can do the "mix-down" tweaking without lengthy delays. "The picture is really made in the darkroom, not in the camera." Post to the Gallery section of your favorite site(s) for :bowdown: Bask in the limelight, then get back to work.
phix314
09-27-2009, 06:42 PM
sundial- you crack me up. You give good tips but damn... so theatrical. Sounds like a Bob Ross infomercial.
CGTalk Moderation
09-27-2009, 06:42 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.