
26-01-2003, 01:35
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Registered User
None #0064 (The Gila Monsters)
Team Role: Animator
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Join Date: Feb 2002
Rookie Year: 1998
Location: Queen Creek, AZ
Posts: 266
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Quote:
Originally posted by reisser
Sunny,
Thanks for the constructive criticism. How can I make the metal a bit more realistic? Right now it has a subtle bump and possibly a blinn shader (shiny metal is better off w.out metal shader, right?) with the Abalone.jpg (in Misc maps) map as a reflection map.
Would the carpet be better with an opactiy bitmap overlaid to expose some type of dirt or skid texture? What would you suggest? Any help would be greatly apprecaited as textures are my area of focus for this year. The models are usually pretty straightforward...
-Brandon
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Geez, I haven't played with the program for quite a bit, been real busy otherwise, but firstoff I would try rendering it with an anistrophic shader. You could add some more dirtyness to the metal too, I'll discuss that next. Also, try making a pic with more red and blue hues in it for the reflection map, that would make it fit into the scene a lot more. Play around with the reflection map above all else I would say. Anistrophic is nice but usually you only see the difference if you look at it for a bit. With the carpet, I would try making a new pic, all white with some grey spots here and there, not grey grey but like almost offwhite. Use this as your overlay map, having the white being transparent of course, this will give your carpet the non-uniform look you want. If you need more clarification on that, I could make you a quick idea pic.
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SUNNY
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