View Full Version : Mix Materials Tutorials?
07 July 2011, 01:41 PM
Hi, i´m a beginner moving on from modeling to texturing aninteriorscene.
Since its my best friends loft i´m using as a reference, i got pretty good reference material, but also i wanna learn to give it a "used" look, so i need a couple of good tutorials on mixed materials and where to put what map...someone got some tips for me?
Couple of examples i´m trying to recreate:
-brushed metal surface with grease stains (fingerprints etc.)
-vitroceramic plate (not sure about that translation...) with painted features and grease stains
-Parquetfloor with scratches
I´m already cruising through the manual, but that mostly just covers the basics. i´d like some in depth looks at what map can be used for what and how to build those maps.
any help appreciated!
07 July 2011, 03:14 PM
07 July 2011, 04:04 PM
thats a good starting point, but one problem i already encountered: the only way a map shows up on my metal-material is to put it in the slot for "additional color". but there it blends out the reflections completely. if i put it in the diffuse slot, it doesn´t show up at all.
How do i solve that? i´m using an Arch&Design template as a base.
07 July 2011, 04:14 PM
i just tried to put the arch&design material in a composite-material as a base material, so i could layer the grease/stain material over it, but unfortanetely max crashed on my laptop while i tried this, so i´m not sure that would work. since it´ll take a while til i get back on my desktop - am i on the right path though?
07 July 2011, 04:17 PM
hm, manual tells me to use composite maps instead. i really should start getting back into photoshop basics i think.
07 July 2011, 08:23 PM
nope, not yet getting there...
With composite maps you obviously can only composite maps, not materials.
So this is what i got so far:
1. Made a composite material.
2. Put an arch&design brushed metal template as base material in it.
3. Put a dirtmap into the glossiness map-slot (so grease stains wouldnt reflect as much as the brushed metal).
4. Put a second material into the second composite material slot.
5. There i put an arch&design material with the same dirtmap into the diffuse channel.
6. Now i put the composite material Nr. in "Mix" mode and gave it a value of 50%.
That alsmost worked, except for the fact that now the base material lost some of its brushed look.
So i went back and put the dirt-material in a composite map and put the same map inverted into the mask slot.
That way i thought i´d get only the dirt-parts of the dirtmap as an overlay to my brushed metal material, but instead the whole thing just got darker.
I bet i´m doing it wrong...someone point me into the right direction please!
07 July 2011, 08:50 PM
bit more experimenting led me to this now:
1. brushed metal a&d template.
2. mix-material in the reflection color slot, made of:
3. brushed-metal-Noise-map in first slot.
4. grease stains (white stains on black bg) in second slot.
5. mask (nope, no inverting necessary, white stains on black bg already is a perfect mask...) filled with same grease-stains map.
6. inverted map with grey bg into the glossiness slot.
And then Max crashed again, when i wanted to turn off "show end result" to modifiy the noise-map...lets see if i can make it crash again...
07 July 2011, 11:39 AM
alright, some more experimenting confirmed: reflection color slot with a mix map is the way to go...
i was just confused, because it didnt have any effect in the diffuse slot...
07 July 2011, 11:39 AM
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