General texturing thread.


#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?


#35

Gorgeous! Rotating the diagonal deep pits really helped break it up nicely. :thumbsup:


#36

I really like that!

How would that look with radiosity?

Will we be using a film grain for this project? Something to think about.

I’d really like it if someone used that texture within a scene and posted a render for us. I’ll PM Alex York and see if he can do that for us.


#37

I’ll build a couple shaders and light some stuff over the next couple of days for some tests (re: the lighting thread).

Normally, I like film grain quite a bit – however the fact that we’re targeting HD and with the simplicity of the subject matter, I think it might end up looking like bad GI ‘jitter’ or compression noise.

How bout this: Once I get something nice looking, let me see how long a sequence might take to render and maybe I’ll do some post-doctoring R&D work if it renders in a reasonable amount of time?

–T


#38

A quick exploratory has been posted over at the lighting thread.

Sorry for the cross-post, but far more people are subscribed to this one than that one :slight_smile:

I’ll be playing with several more directions this weekend, hopefully.

–T


#39

tharrell - I’m not sure which texture you used in your clip, but I’m pretty satisfied with the end result on the room (with a few exceptions that I highlighted in the attachment below). I like the areas not circled in red, but the areas that I pointed out give a depressed or distressed feeling that doesn’t seem right.

I can’t get a good feel of the texture on the character from this resolution though.


#40

Kirt,

What you saw was a toned-down version of Wyatt’s texture from a few posts up. I tried it at its original tonal range and level of contrast, but it seemed to upstage the simplicity of the actors, so I scaled it back.

I created two similar shaders for the room – a wall and a floor. All walls share the same shader and UV space (default UVs from the room model, thankfully), but I had to crop in to the texture to get really flat sections for the floor – plus I added just a touch of blurred reflection to the floor as well, but there was no point doing that type of mad calculation on all the walls too.

I’ll jump in and tone down the gouges and mold a little more, and perhaps up-rez the texture and render a couple 2k/final frames tonight.

–T