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Gilded
09-25-2010, 08:25 PM
Could use some help getting a marble-like appearance for my sky basilica.
Here's the rough concept for it.
http://i54.tinypic.com/t7bjm9.jpg

So far I have the lower-poly model of the dome using one repeated piece of geometry and a 1k normal map for detail.

http://i54.tinypic.com/f57wvq.png

http://i51.tinypic.com/e7dqua.png

Currently I'm using the misss fast with an architectural material plugged into the diffuse shader for the specular (which is low here) and a 3d marble texture. If anyone has a good idea of how I could make it look more like marble and be able to see the details, it would help a lot. The current 3d procedural texture makes it so that I have variation even though one uv set is shared between the pieces. I'd like to try to render the image in maya software without the simulated sss and the 3d texture. Would a 2d procedural texture give the variation regardless of the shared uvs? Any thoughts on how to get the gloss and fake a bit of sss would be appreciated. Also, any feedback would be great too.

GradiusCancer
09-26-2010, 11:08 AM
To make it look like marble what you need is reflection or a fake reflecting using a cube map.

Your normal is all very high frequency detail. It reads only as noise, and is no benefit to this piece. You need to get the big shape detail in first.

Gilded
09-26-2010, 09:54 PM
the normal detail shows up fine when i zoom in. the material and resolution is what makes it so it can't be seen here, that's the reason for the post. the sss softens the shadows a lot and there isnt much edge specular (plus the diffuse is white when the spotlight hits it dosn't take much to get blown out). the goal is to replicate the feel of something intricately detailed, like the classic marble buildings are. if you'd like i can post a pic up close to show that it isn't noise at all, the detail is quite clear (which is besides the point, the detail is mostly there to give scale to the piece, not for it to be viewed itself).
would the cube map make it too shiny?

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09-26-2010, 09:54 PM
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