Integrating 3D models with photography
Interested in integrating your 3D work with the real world? This might help
# 1 01-12-2007 , 06:56 AM
Grev_Mivlos's Avatar
Registered User
Join Date: Mar 2006
Location: Denmark
Posts: 154

Please advise

Hi guys.

I haven't posted here for a long time because school is taking up all my time.
My hobby remains 3D but I'm severely out of training.
All of you guys are like idols, and your work is astonishing.

I have started on this "poker chip" project as a simple training for UV mapping etc. and to get going again

This is what I've got so far:

Almost all of my work with texturering makes my renders very dull even though i try to use blinn shaders and mental rays final gather etc.

Please give me some tips for improvements and do, tell how i could have dont things differently.

Thx in advance guys. Your great

Attached Thumbnails

(__/)
(='.'=) This is bunny. Copy and paste bunny into your
(")_(") signature to help him gain world domination
# 2 01-12-2007 , 09:35 AM
djknucklez1's Avatar
Registered User
Join Date: Oct 2007
Location: San Francisco
Posts: 131
Looking good so far!

A few suggestions:
Your texture seems a bit flat. Try to add some depth by adding a bump map. I can kind of see that you made your texture in photoshop without a reference, making your colors flat. Get a poker chip and scan it or take a pic of it or if you have to download it.

Add a bit more of geometry to make the chip seem much more round. Add some shadows and place it like on a poker table or lay it on something. This will make your chip stand out much more.

Hope this helps!

Attached Thumbnails

EA Games
# 3 01-12-2007 , 07:38 PM
Grev_Mivlos's Avatar
Registered User
Join Date: Mar 2006
Location: Denmark
Posts: 154
ok. So do i connect the bump map node to the texture node ? in the hypershade?


(__/)
(='.'=) This is bunny. Copy and paste bunny into your
(")_(") signature to help him gain world domination
# 4 03-12-2007 , 04:26 AM
djknucklez1's Avatar
Registered User
Join Date: Oct 2007
Location: San Francisco
Posts: 131
There is an easier way. Add the bump map texture in the Material attributes under Bump Mapping by clicking on the checkered box. You can adjust the intensity under bump depth.


EA Games
# 5 03-12-2007 , 10:39 PM
Grev_Mivlos's Avatar
Registered User
Join Date: Mar 2006
Location: Denmark
Posts: 154
yeah i found out. Eventually...

But it still seems quite dull :/


(__/)
(='.'=) This is bunny. Copy and paste bunny into your
(")_(") signature to help him gain world domination
# 6 03-12-2007 , 11:01 PM
AnthonyCg's Avatar
Registered User
Join Date: Jun 2006
Location: Washington D.C
Posts: 620
It looks like you put on a texture before you smoothed your polygon. Try smoothing first and then put on your texture. You could use bump mapping on the outside area of the chip.

Attached Images

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man."

George Bernard Shaw - Man and Superman
# 7 03-12-2007 , 11:20 PM
DJbLAZER's Avatar
Registered User
Join Date: Jun 2004
Location: Gothenburg, Sweden
Posts: 1,318
What do you mean by "Putting on a texture"....?

And you should ALWAYS, except in very rare conditions:

1. Model
2. Layout UV's
3. Paint Texture
4. Smooth

# 8 04-12-2007 , 08:15 PM
Grev_Mivlos's Avatar
Registered User
Join Date: Mar 2006
Location: Denmark
Posts: 154
Well i would agree with DJbLAZER

But an idea for the Bump Maps. Would it be smart to scan a B/W image of the chip to get the bump mapping in the ridges! ? Would it work user added image ?

And secondly. When i render it becomes quite dull, so how do i achieve that "Bright Look" ? Should i make it a DGS_material and work with some HDRI ?


(__/)
(='.'=) This is bunny. Copy and paste bunny into your
(")_(") signature to help him gain world domination
# 9 04-12-2007 , 08:16 PM
Grev_Mivlos's Avatar
Registered User
Join Date: Mar 2006
Location: Denmark
Posts: 154
This was what i was talking about. The dull feeling. This was a quick render, so i didn't smoothe >.< but i hope u get what i'm saying

Attached Thumbnails

(__/)
(='.'=) This is bunny. Copy and paste bunny into your
(")_(") signature to help him gain world domination
# 10 05-12-2007 , 12:20 AM
djknucklez1's Avatar
Registered User
Join Date: Oct 2007
Location: San Francisco
Posts: 131
Here's the poker chip that I posted earlier. I used photoshop. All I did was make it black and white, invert the tones, adjusted the levels and messed with the gradient map. I did this is 1 min. Obviously you would take your time. But it's just an example of how to get your bump maps using the same image.

Attached Thumbnails

EA Games
# 11 05-12-2007 , 11:05 AM
Grev_Mivlos's Avatar
Registered User
Join Date: Mar 2006
Location: Denmark
Posts: 154
i kinda got the same idea for a bump map. But shoulden't the y differ more from black to white? .

Anyways ill try it out later. Work comes first: P


(__/)
(='.'=) This is bunny. Copy and paste bunny into your
(")_(") signature to help him gain world domination
# 12 05-12-2007 , 11:45 AM
jsprogg's Avatar
Lifetime Member
Join Date: Feb 2004
Location: Chicago
Posts: 1,712
If you mean your texure is dull because it doesn't shine then adjust the eccentricity in your blinn to make a tighter highlight which will make it look more like plastic.
Then tweek the relectivity and specular roll off to suit.
you can use a spec map if you want the texture to be worn and less reflective say in the middle.




2 x Modeling Challenge Winner
# 13 05-12-2007 , 12:12 PM
Grev_Mivlos's Avatar
Registered User
Join Date: Mar 2006
Location: Denmark
Posts: 154
jsprogg: ah ok, i think ill toy with that tonight user added image Thx fot the tip


(__/)
(='.'=) This is bunny. Copy and paste bunny into your
(")_(") signature to help him gain world domination
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads