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John E

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0 Noble Beginner

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  • First Name
    John
  • Last Name
    E
  • C4D Version
    13 Studio
  1. I knew about how to do that, it would just be insanely time consuming, given the 1000+ pieces on this model. I was asking if there was a way to create an alpha mask texture that randomized its design on each object it was applied to. That way I wouldn't have to design/adjust soooo many textures for each brick.
  2. OK, so I've been trying some different techniques, thanks to your tips. For off, I tweaked some of the reflection settings and added a light behind the camera to add more depth to the scene. I think it really helped: However, when I tried ion's advice about removing AO, the results were...not so great. IMO, it looks very fake and CG. But, just to get your input, here is what THAT looks like:
  3. I have actually been looking for a good way to add scratches/dust to the bricks in this model, but I haven't been able to find a technique that really works. The problem of course is that there are well over 1000 pieces in the model, and if I were to just apply a bump map to the texture I am applying to the grey elements, all the bricks would have the exact same scratches and a tile effect would ensue (NOT what I want :p). If you know of a way to adding unique weathering/scratches to the bricks where it is randomized from brick to brick, please let me know! This has certainly been something I have been trying to crack for a while.
  4. Good points. I SHOULD mention that the background HDRI is currently actually a high-contrast star-field, as this is actually the top of a space ship, and the background is later replaced with a moving star-field in post. I suppose I COULD use a different HDRI for the model, but I don't know if it would adequately represent the environment it is in. Here is what it looks like currently after GI is turned off, the reflections up to 30%, and the HDRI's contrast is boosted a bit: Please continue to send tips!
  5. Hello all C4D gurus! I am in a bit of a knowledge pickle with regards to some texturing and lighting I am trying to work on, and I was hoping you all could help me. I was trying to decide if this topic best fit in textures or rendering, but I figured I'd try my luck here first. The project I'm working on in question is to render a model I am animating in a realistic style that looks very close to how LEGO really looks. I have tried many different techniques over the last few weeks, but nothing has quite nailed down the photo-realistic look I am going for. Here is an image of where I am at currently: In order to better help you all out, here is a description of my current tech/render/texture setup and specs: C4D Version: R13.061 (old, I know, but can't afford to upgrade) Plastic Texture Settings Example (used by grey plastic that composes 99% of the model): Color - Standard w/ slight fresnel gradient from light grey to lighter grey & mix-mode multiply Diffusion - Noise texture, mix mode normal, mix strength 15% Reflection - Brightness 15%, Fresnel texture w/ physical turned on, mix strength 20%, blurriness 5% Specular - Mode plastic, Width 30%, Height 45%, Falloff 4%, Inner Width 0% Render Settings: Renderer - Physical Sampler - Adaptive Sampling Quality - Custom Sampling Subdivisions - 4 Shading Subdivisions (Min) - 2 Shading Subdivisions (Max) - 5 Shading Error Threshold - 5% Ambient Occlusion Global Illumination I am MORE than happy to share my other settings/scene details with anyone as well, just ask away! The scene is lit by a circular light array (sort of light a light-box), with one or two brighter directional lights to make the plastic look more realistic. Any help would be VERY much appreciated! Thanks in advance! - John
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