Author Topic: romullus wips  (Read 148684 times)

2015-06-18, 09:54:45
Reply #165

Nekrobul

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Tried to create braided steel hose material. Not satisfied with results, but i kinda stuck so i leave it as it is for now.

The thing i noticed is that there is a larger distance between fibres.

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2015-06-23, 23:56:37
Reply #166

romullus

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Your galvanized steel material is awesome! Can't wait to see the aged next..
Well, i created aged one long time ago, but it don't look very impressive. Nothing to show.

Nekrobul, you're absolutely right. Will try to redo my textures. Doubt that it will improve my material much, though :]

Meantime i'm trying to create semi believable knight armor material. Found a beautiful knight model and started to construct material. Unfortunately, i had to put this model on halt until bug with CoronaMultiMap will be fixed. Hopefuly it won't take to long ;]
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2015-06-24, 00:10:09
Reply #167

fLuppster

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2015-06-24, 04:35:19
Reply #168

deC9r

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the armor shader  is great!

2015-06-24, 12:11:09
Reply #169

romullus

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Thank you. Here's quick test in enviroment. Had to bump up contrast significantly, because enviroment itself wasn't very contrasty.
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2015-06-24, 12:27:18
Reply #170

maru

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For some reason the material looks much better on the close up. The dirt in corners is more visible. Maybe it should just render a bit longer?

2015-06-27, 16:07:06
Reply #171

romullus

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Maybe that's because it's in different enviroment. Metals can be very picky to "quality" of enviroment. Anyway, it's still work in progress. Will try to make that material to work better in different enviroments.
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2015-07-27, 18:14:32
Reply #172

romullus

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Raindrops texture test.
Texture was made in 3ds max with multiscatter. Raindrops are simple spheres, wet tracks are done procedurally with few 3ds max maps. Usage is very simple: create glass material and apply normals map texture to bump slot.

https://www.flickr.com/photos/130720054@N03/19869944440/sizes/o/

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2015-07-27, 23:45:01
Reply #173

Nik

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Cool result.
Can you please generate a bigger size? I mean not just resolution, but size of texture. I think 4x or 6x enlarge would be nice :) and 6000px for example

2015-07-28, 00:17:20
Reply #174

romullus

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I could, but i'd rather record a tutorial, so everyone can make it for themselfs :]
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2015-07-28, 00:18:54
Reply #175

bryanwrx

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Raindrops texture test.
Texture was made in 3ds max with multiscatter. Raindrops are simple spheres, wet tracks are done procedurally with few 3ds max maps. Usage is very simple: create glass material and apply normals map texture to bump slot.

https://www.flickr.com/photos/130720054@N03/19869944440/sizes/o/

I also did an quick rain on window with simple particle flow :)
feature=gp-n-y&google_comment_id=z12yj13irzf3zrmks224w11x1ymitvd1s

2015-07-28, 10:40:07
Reply #176

maru

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2015-08-17, 21:22:36
Reply #177

romullus

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Here's small trick with CoronaScatter. Lets say you want to distribute with CScatter some number of instances on certain area as evenly as possible. Usually results are not that good - in some places instances forms clusters, in other places there are large gaps left. That's not exactly what we want. Luckily, there is simple solution now. Set scatter count to relatively large number so instances would cover all area without bigger gaps, now enable strictness and adjust its percentage to desired level. You may fire quick render a few times and watch a instances count under stats tab if you want exact number. Viewport stats also can help :]
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2015-09-28, 15:28:25
Reply #178

romullus

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Played a bit with max's procedural maps and did make some brushed steel pattern. Glossiness and bump are mapped with warp texture plugin (not included in matlib), but similar results can be achieved with bercoin noise or even native gradient ramp.
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2015-09-28, 21:34:04
Reply #179

GestaltDesign

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Ha, very clever!!! Wish there were more posts like this, it's very inspiring!
Thanks for the share!