View Full Version : Mr-improving Overal Look
05 May 2003, 06:14 AM
ok heres my first attemp at texturing , im using lambert shaders , with bump/spec/map for all parts, anyhow im new to this so i want to know how i can improve the overall look of my render , as you can see it looks a bit flat and dull
im aiming for something like this:
help please? and thx in advance ,
05 May 2003, 07:56 AM
Increse samling to something like 1-3, to get production quality, thats about it. you can make your scene more realistic if you add caustics, so light will bounce off that metal a little.
05 May 2003, 11:25 AM
I'd also say that its looking different because its getting a bit washed out. If you have a spehere which is contributing to your final gather, you could maybe play with the strength of its luminance - this may reduce its intensity a bit. Also, how much have you got in the way of bump maps? Maybe adding some, witth higher res textures may help, as there appears to be very little specularity in there...
05 May 2003, 04:16 PM
Well, if you're using Lambert materials... there's going to be no specularity at all since Lamberts don't have a specular component... which makes me wonder how you're applying specular maps...:surprised
There looks like there's a little (HDRI?) reflectivity going on in the Kilo & Byte image as well, you won't get that with a Lambert either since reflectivity is dependant on having specularity in the material.
Try it with a blinn or phongE material, see how it goes.
05 May 2003, 12:30 AM
ok thx for the reply guys , i messed a bit more with the luminace in the spheres and i achieved a bit better look , i think my textures need to be redone , as most of them where rushed (arm/shoulder) ibut for a first attemp it was alot of fun , any more tips u wanna gimme id apreciate , thx
05 May 2003, 02:52 AM
I'd make the main chest texture at a higher resolution so that you can avoid it looking too stretched or blurry.
Oh and maybe add some reflectivity? Not sure how it would look though...
Everything else is cool though! :thumbsup:
05 May 2003, 05:13 AM
thx joz , all my textures are 800x800 and the smaller things like the thruster things in the back are 600x600 , ima bump up the main body area to 1024x1024 and work on some more detail , stay tuned ;)
05 May 2003, 12:06 AM
one of the bigger differences between your version and the sample you posted that you are trying to emulate is the lack of depth of field in your shot.
also try adding a spec map to the torso geometry... right now the specularity is uniform across the whole thing, try dulling the spec down around the dirty and worn areas...
01 January 2006, 04:00 AM
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.