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#1 (permalink) |
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Senior Member
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I'm currently modeling and texturing a game asset for our course, but need help figuring out how to texture it properly. I've been modeling and UVing for quite some time now but the creation of a good texture is still something that eludes me! I'm working on a Candelabra and need to get a worn brass texture on the candle holders, however like so many other amateur artists when it comes to texturing, I can't seem to get a 'metallic' looking texture, and seems more like concrete.
Are there any tips or tricks anyone can offer to achieve this result? I've seen several artists 'chip away' the texture with grunge brushes revealing a lighter shade underneath which usually seems to do the trick, but didn't see how they went about doing so. Here's the model I'm working on at the moment:- ![]() Cheers ![]() |
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#3 (permalink) |
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Senior Member
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Well what I would do, is have the diffuse as basically the color like you have now, few scratches and darker areas in the cavities. But in the specular, have really bright and hard splotchy contrasts with greens and yellows thrown in:
![]() ![]() It's a crude example, but the moral of the story is, most of metal's "texture" comes from the spec map. |
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#4 (permalink) | |
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New Member
![]() 58
- 30
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Quote:
PANKAKE: For a 'crude' example that looks pretty dam good. I'm guessing its max viewport ? Whats the light/shader setup? It would be good if you did something similar on lighting and shader settings like you did for your normal mapping mini tutorial... |
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#6 (permalink) |
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Senior Member
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Oh excellent, thanks Pankake appreciate that
I was stuck in the frame of mind that your spec should match your diffuse but instead be black and white with the levels changed to a certain amount, although I think someone else mentioned that was a crude way to go about creating the spec. Looking forward to trying it out :d |
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