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#31 (permalink) |
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New Member
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to prepare specular map: desaturate all layers. try to take base layer (surface) and work on it after desaturation. try to think whaat should be shiny and what shouldnt be. white colour represents full of shining, blac gives nonshining surfaces. so places with rust, areas of dirt etc should be black or almost black. areas painted should be more gray, areas where you think should be more shiness should be near white color. but try to avoid using perfect white (RGB 255,255,255). after that you should increase contrast. next, try to prepare specular level for areas with labels etc.
i am not sure is black surface is a good idea. i think it should be in some kind of steel. existing color is good, but it seems to be too intensive. try to desaturate it a bit. try tu burn a shadows. anyway there is a nice trick to recive nice shadow layer for texture. set the some kind of skylight in the scene and burn the texture from the object (shadow map) with uvs of your mapping loaded. after that use recived layer in PS as a shadow layer (try to experiment with multiply, overlay etc.). off topic: remember, you shouldnt use perfect black (RGB0,0,0) and perfect white colors (RGB255,255,255) in diffuse-main texture if you dont need it. black absorbs 100% of light, so it is good for wholes inside. white is overbighted, and changing the scene lighting in composition will take no effects on white surfaces. |
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| The Following User Says Thank You to grzegorz_b For This Useful Post: |
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#32 (permalink) |
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Senior Member
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Thanks for all those comments and help. Worked on the texture a bit. Added some rust and reduced wear on the surface. Texture work still in progress. major change is change in color. I desaturated the previous red one, but found it very dull.
Removed the old environment and added a simple concrete slab. ![]()
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3D Artist - Gameloft - Toronto my online portfolio VANARTS Unearthly challenge page - scroll down to middle |
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#35 (permalink) |
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Senior Member
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I am still not clear as to what color to give for the covers (lids).
Should i use v-ray to get a better render?
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3D Artist - Gameloft - Toronto my online portfolio VANARTS Unearthly challenge page - scroll down to middle Last edited by sgv3dmax; 15-10-2007 at 04:42 PM. |
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#36 (permalink) |
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Senior Member
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Here is an update. made the rust more detailed. Added some cracks on the lid. Changed the position of sack.
![]() I am not sure whether this has reached the level of submission.
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3D Artist - Gameloft - Toronto my online portfolio VANARTS Unearthly challenge page - scroll down to middle |
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#37 (permalink) |
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New Member
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i think, covers shouldnt be black. maby steeled or maby green as trash.
about renderer, use the engine you know better and that one where object looks better. its not as important if you will use vray, mental or scanline. it doesnt metter. imo result is important only.greets greg |
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#38 (permalink) |
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Senior Member
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I will go for scanline then. Very sure abt the output i will get from it.
The covers are problem area now. If i give them the same color as the bin itself, it would look monotonous. The original reference had black covers. i think i will keep them black. Any further C&Cs on the bin? I am thinking about submitting this after a render test since deadline is getting closer.
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3D Artist - Gameloft - Toronto my online portfolio VANARTS Unearthly challenge page - scroll down to middle Last edited by sgv3dmax; 16-10-2007 at 09:26 AM. |
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#40 (permalink) |
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Senior Member
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Thanks for all the comments. I have submitted the model. You can find it in the submissions thread.
![]()
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3D Artist - Gameloft - Toronto my online portfolio VANARTS Unearthly challenge page - scroll down to middle Last edited by sgv3dmax; 17-10-2007 at 10:56 PM. Reason: for adding the image |
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