|01-07-2013, 04:34 PM||#1|
San Jose, USA
Join Date: Aug 2007
Solutions for a large number of the same object looking different?
I am learning UV texturing/shading. I modeled a quick elevator in about 2 days and I want to shade it using Maya 2013. Right now, it has flat shaders and a few procedural shaders that look really bad.
I'd like to get some grunge and metal photos and create a more realistic scene. I'm learning the whole UV shading process, and I like it. But I don't want every repeating piece of geometry to look identical to the last. I'd like them to be more random.
Are there good practices for accomplishing this? Perhaps combining different mappings for color, specular, and reflective properties to create variety?
|01-09-2013, 07:06 PM||#2|
Madness. Madness, I say!portfolio
Join Date: May 2008
If your UV map is set up properly, you won't have any parts look the same.
Commodore 64 @ 1MHz
1541 Floppy Drive
"Like stone we battle the wind... Beat down and strangle the rains..."
|01-10-2013, 02:22 PM||#3|
Near Berlin, Germany
Join Date: Nov 2009
This would be a perfect situation for the Substance Designer.
Head over to Allegorithmic.com and get the demo, see how it fits you.
Otherwise i'd suggest prodecural noises and stuff, so you dont have the same texture over and over again.
Another good idea would be to use a lot of tiling textures and change the unwrapped area in each model.
|01-11-2013, 03:54 PM||#5|
Join Date: Sep 2003
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