Suggestions on how do approach a peeling sticker?


#1

Hello, My name is Elise ‘Kona’ Becker
I have a project which I am suppose to Model, Texture, and Light an Oriental pot.

normally I would not be so stumped with how to approach a peeling label. I would just make the fold of the sticker part of the image, and alpha file, and use a projection on the material.

However, this particular reference has parts of the sticker that are protruding from the silhouette of the pot itself.

some friends suggested using a normal map, and this may be a possible option. After thinking about it, however, i grew concerned with the idea of; “But how would I line up the texture of the sticker with the peal so it matches perfectly?”

I was wondering if anyone had any suggestions on how i might do this. I have a few vague ideas but i’m either skeptical on how well they’ll work, or I can see them being pain-staking and unnecessary.

Thankyou for taking the time to read! helpful replies will be met with much appreciation!


#2

I’d suggest modeling the entire thing and then intersecting it with the vase mesh. Easy to start with a cylinder to create the curved part of the sticker.


#3

Without seeing your reference image all agree with James, focus on getting the “big shape” done first, once you are done with it, it can be duplicated (and subdivided even more if better resolution is needed) and cut up to fit your needs.

To pull off the alpha mapped approach i would still start with the vase, unwrap it, texture it, then detach portions of the label peeled off (again a duplicated version would be used if needed).

You could then project the portion of the texture you need on that part of the label (either create a new texture or tuck it away on the UV sheet of the vase) that’s how you will line everything up perfectly.

Once the projected texture and alpha mask are in place on the detached chunk, go back to the vase texture and paint out areas where the label peels off (easier in a 3d painting app). Both methods are quite similar, the alpha mapped version is more common in video games and real time rendering since you can get a nice curved label out of a single plane or fewer polygons.


#4

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