General texturing thread.


#15

Looking at the original storyboards and some concept sketches that came ouy later I always envisioned a stark contrast between Orange and Grey.

Here are the images.

First the rooms. I was thinking make the grey side seem harsh and uninviting so when Orange sees a glimpse through the hole it looks like paradise to him. So the grey room could look like concrete walls, mildew in spots and fluoresent-like lighting. The orange room would then be bright with warm lighting. The walls could be… I don’t know, wooden, stucco? :curious: Harsh comes easier to me than warm. :smiley:

The guys would then need to match their environment. The Greys are supposed to be springy in parts of the story so making them concrete probably is a bad idea. Like you guys mentioned Play-doh would probably be best then. We could then add things like finger prints and those weird fold/join spots you get with play-doh. On top of that we could make them look moldy or dirty.

So what would Orange look like then, TAA DAA, silly putty.


Very similar to play-doh but much more shiny and “happy” looking. Plus it would give a continuity between the different species. This would also work well for the spheres because whats the one thing everybody knows how to make with silly putty? A ball.

If this sounds good Kirt I’ll work something up for it.


#16

I like the direction Woodyradica playdoh texture is going.

I was also thinking, maybe some soft blurred reflections on the floor might help make for a more interesting looking scene… like in this pic (from the splutterfish gallery)

Any thoughts?


#17

Well it looks good. It also looks nothing like I was thinking. :smiley: I just have this vision of an “Angel-chorus” type soundtrack when Orange looks through the hole. Then he turns around and sees just how much he doesn’t fit in the grey world.

Guess we’ll have to see what Kirt thinks. Kirt, I’ll try and have something by tomorrow.


#18

I’ve been thinking about the textures alot even though I’m not a texturer so here are my thoughts.

Orange could be a different material from the Grays, this has some connitations that Kirt may or may not want. It depends now on what he wants the story to say. Grays in this would be clay-ish and Orange could be a rubbbery polycarbonate thing that light difusses through. Maybe Orange could have little round bumps, or maybe the texture of a raquetball (might be too subtle).

On the other hand all the characters could share the same base material but differ only in patern and color as the storyboards show. This gives them all a surface tie to one another without being too blatent about it.

Ok, done rambling, hopefully there is something of use in here. checks Oh, well :slight_smile:


#19

That sounds pretty cool. Hmm… may have to try that out too.


#20

Hi there!

There is now a deadline up here- you have to decide what you want to do with the textures by the 15th (wed.)

So far, the ideas I like are–

THE ROOMS:
[ul]
[li]I love the idea of having concrete walls, mildewed and sort of yucky. V. unwelcoming. The extent to which you guys want to make it unwelcoming may well depend on how much time you have. If anyone wants, I can toss in my oar with PS and see what will come up. Something like the pic Kirt posted.[/li][li]As for the orange room- I can’t really see it having much texture, I think the main focus of this room will be a GI/Radiosity glow. We should pick out ONE standard color for Orange- something like X. We need to be careful with the textures, because EVERYTHING in that room will be orange- we need to be able to differentiate easily and not rely too much on lighting/shadows for that.[/li][/ul]
BLOCKS:
[ul]
[li]For Orange block, I like the idea of a soft playdo/putty look- silly putty is a bit too specular for my taste. [/li][li]For the Greys- A CLAY texture would be amazing. Good idea, Velk![/li][/ul]SPHERES:
[ul]
[li]Orange spheres out of the same material as Orange.[/li][/ul]Just tossing in my 2 euro cent worth… you guys are doing a great job so far.

Do we want to go procedural, or do you guys have enough time on your hands to push this a little further?


#21

Hi there!

There is now a deadline up here- you have to decide what you want to do with the textures by the 15th (wed.)

So far, the ideas I like are–

THE ROOMS:
[ul]
[li]I love the idea of having concrete walls, mildewed and sort of yucky. V. unwelcoming. The extent to which you guys want to make it unwelcoming may well depend on how much time you have. If anyone wants, I can toss in my oar with PS and see what will come up. Something like the pic Kirt posted.[/li][li]As for the orange room- I can’t really see it having much texture, I think the main focus of this room will be a GI/Radiosity glow. We should pick out ONE standard color for Orange- something like #F7941D. We need to be careful with the textures, because EVERYTHING in that room will be orange- we need to be able to differentiate easily and not rely too much on lighting/shadows for that.[/li][/ul]
BLOCKS:
[ul]
[li]For Orange block, I like the idea of a soft playdo/putty look- silly putty is a bit too specular for my taste. [/li][li]For the Greys- A CLAY texture would be amazing. Good idea, Velk![/li][/ul]SPHERES:
[ul]
[li]Orange spheres out of the same material as Orange.[/li][/ul]Just tossing in my 2 euro cent worth… you guys are doing a great job so far.

Do we want to go procedural, or do you guys have enough time on your hands to push this a little further?


#22

I also like the texture concepts by woodyradica. Especially the saturation, color tone and subtle texturation of the orange one.

The only thing I would crit is the too procedural and computer generated look of the textures. I’d prefer textures which look more “painted” and in a certain way more natural. Procedural marbles and speckles always look a bit … I don’t know … boring!? (imho)


#23

The bluish mood that the grey color has, is perfect. Good combination with orange.

I also think that mabye a procedural stuck on there is a bit boring. Why not making them like in dust, to give a more dramatic look and make the viewer WANT to go to the other side? (so greater surprise!).


#24

Procedural will be slower won’t it? I realize it’s not a very complex scene but every little bit extends the render times out more. I’d prefer textural just on looks provided it’s high enough quality. Since this will probably be shown to other CG professionals I’m thinking the procedural textures will stand out more.


#25

So has anyone done any more tests yet? I would love to help but I work in Max if you have a uv layout you want painted just pass it over if you want some help…


#26

This will probably only be useful as inspiration, but I’ve done a few lighting tests and I stubled on something I’d thought I’d share (see attachments).

Note that this is done in max with finalRender and I haven’t tried replicating this in MR yet. The shading of the objects are heavily blurred reflections from a HDR environment, the painterly look comes from a low amount of samples but personally I think it works rather well.
This is comped with a (mapped) shadow pass and an ink line pass.
Combined with fR’s Ultra Blur makes this only 10% slower than using regular textures, but again, I don’t know how this will hold up in MR.

Let me know if there’s something you like from this test.


#27

Hi Guys

Im not sure who is doing the final textures but here is the texture that I was using for orange.

Hope it helps

Woody


#28

I’m posting to head off a possible problem at the past, one that the animators are having now.

Just reading it seems that none of us assigned to texturing have the software (Maya) needed to contribute. I figure that the others had the same reaction I did and just said, “Oh well, guess I’ll just opt out.” Here’s what I suggest, I still want to do this but figured I couldn’t. How about I just create the UV map images that would be used and let someone else actually map them. I just don’t want to do a bunch of work that isn’t going to be used.

Let’s do a head count now. Other than those who have posted actual samples (woodyradica Rens Heeren), has anyone worked on this part at all. Honestly, I have done nothing, 0, nada.

I’ll start now.


#29

Here is a sample texture for the concrete walls on grey side. Right now it has too much color I think but I’ll get rid of that once it’s complete.

This is the low-res the hi-res is 8000x4000. Just a quick bang up. The mold is very rough right now but what do you think? Going in the right direction?


#30

Wyatt,

I like the concrete feel a lot, although the pits are a little too big and sharp for my taste personally. Maybe soften them up a little?

Nice work :slight_smile:

–T


#31

Yeah, looking at the scale of the room in the storyboards, the pattern would be a little smaller than that. Cool, I’ll continue.


#32

Very cool Wyatt, I like how this might add a lot to the environment. My only crit is that the texture is too regular - the same pits are happening over and over. Not a big deal with the small ones but the deeper big ones are too obvious. Just a thought.

Hehe. Maybe the grays are into gray-scale graffiti… JK.


#33

All I can say is clone stamp. That’s my story and I’m stickin to it. :smiley:


#34

Oops accidentally updated the old file.

Straight greyscale right now. This is to get closer to the greyish color the final will have. Added mold, blemished throughout, cut the base texture in half and duplicated for better scale and tried not to repeat with the clone stamp so much.

Mold will go all the way around. But this could represent all the walls or just one wall. I’m thinking I could reduce the size of the picture and make it long enough for four sides.

Any thoughts on the floor?