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sxpeters, December 11, 2010 in TEXTURING & UVs
Nice patina, deepshade.
Looking forward to seeing the finished article
you need to update your sig
That texture file was an r12 file.
And I would suggest looking at the updated metal texture above - its been changed since it was originally posted.
Worth the effort?
I forgot about that, I have updated my profile. Thanks so much for all of your help. I am trying to play around with the latest material. To me there is something that is making it look a little cartoony and flat and I am trying to figure out if it is the lighting, specular or reflection? The metal of that shovel just seems to have more depth. I am trying to get a little bit more or a specular highlight, but at the same time break up the highlight so that it's not to smooth and perfect? Also, I am going to need to go in and bang up the ends of the points and put in some scratches and dings here and there. I am thinking of doing this in BP since I want this to happen in specific places. I am assuming for the ends I need to do this in the displacement channel?
Deepshade, thanks again for all of your help. This is one of the most helpfull forums.
PS: If I wanted to turn that wood into a darker wood, like this sample, would I just do that in PS?
It is down to lighting, environment and the the odd unique mark that makes textures look real. Metal can so easily look like tin foil if the spec and reflections are pushed too hard. It all takes time - and that trident was just a starting point - also didn't want to change your lighting - glad it helped.
As for the wood - depends on what you are using. Sure you can just change the hue is PS (small preview - looks like leather to me!). Take a look at base80's procedural wood texture for another great collection
PS - Thanks for the feedback, it makes a difference. It's what the community here is all about, whether the advice solves your problem or not- there are a lot of helpful people here, and they get a bit despondent when some users just download and run. Good luck with the rest of the project.
I have seen some metal materials that use Lumas in the color channel with anistropy. I played around with that in this image, but this is not exactly what I am after.
As far as environment, since this is not going into a real background and am not sure what or if I would use one. I have been playing around with the lighting but I am not getting that depth to the metal that I am looking for. I don't want it to reflective or specular, but I feel like when you lose those things the metal just has no life?
If i want to have some nicks in the metal, will I need to do that in a displacement channel, would I need to use sub poly disp?
you could do it with another bump
and or sub poly displacement (displacement isnt for small details)
also try changing the alpha mix in the rust overlay to bring out the dents
as for depth - It needs a greater range of light and environment
You'll certainly have to brighten it up a bit if you want it more like the knights helmet. It ca be done - jst takes time. Look, look again, work out what's missing.
You could try a hdri /sky combination with a composite tag - ie not seen by camera to give it something with oomph to reflect.
In the real work - it would have more than a black room and 3 small lights lo reflect.
I am trying to add multiple materials, like deepshade did, but when I create a new material, and just have a bump channel, then drag that on my object it just turns black? What am I missing?
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