Jump to content

Tile Roof Help


Jonathan Sanchez
 Share

Recommended Posts

Hi guys

I am new here. Really great forum that promotes such a new and interesting business. I needed your help though. I am creating a House in 3ds(pics below). I need to put Roof tiles on that roof though, how do you guys recommend I do that. I dont want to put a simple texture, I am aiming for photorealism. Any help appreciated. Thanx

Link to comment
Share on other sites

Not sure what roofing material you're going for -- for most tiled roofing (ala shingles) I use a tile map in the diffuse slot with a good number of tiles -- maybe 60-80 in the long direction. Then use the color/shade variance inputs to increase contrast between the tiles. Map it with a top planar UVW and you should be all set.

 

Shaun

Link to comment
Share on other sites

If you're using VRay, I'd first give displacement mapping a shot. Two gradient ramps, one in each direction. I've never used it for this time of roofing, but I do it for nearly everything else. Though considering the small size of the house, may well better off modeling them. Nevermind. ;-)

 

Shaun

Link to comment
Share on other sites

I really cant remember how many times this topic has been asked in this forums......To do search in the forums goes a long way!

....anyways...I always end up recommending this tutorial for max users....

http://www.robeccaproductions.com/Spanish_Tile_toot.htm

 

I am terribly sorry. I did do a search but countless topics came up and I did not happen to find one that would really tutor the process. Thanks for the link again though, it was just what I was looking for Thanks a million!!!!!

Link to comment
Share on other sites

Just be careful about you polycount. It'll gonna slow down your PC.

As a sidenote to have that "random color" on your rooftile, You could add

MaterialByElement Modifier on top of the Stack......on your Medit make a

Multi-subobject Material then assign any number of materials. Then apply that

to your roof tiles.

Link to comment
Share on other sites

I model in autocad, i would make a tileable tile, and then use a rectangular array (after setting the UCS to the roof surface plane). then the subtract command to cut it at the roof edges. then i would model the ridge pieces and array those (one column, multiple rows).

Link to comment
Share on other sites

modell one tile, copy it multiple times over the roof, in LW you would use "rail clone", it gives you copies along a path (angled path, in this case).

 

make sure that before you clone the first tile that you remove all polygons under it that will not show up in the render, it will save you up to 40% in polycount.

 

also, it would be good to have the tiles as a separate object that you add to your house only for the final render, if you feel it is slowing down your workflow too much.

 

example here.

Link to comment
Share on other sites

If you're using VRay, I'd first give displacement mapping a shot. Two gradient ramps, one in each direction. I've never used it for this time of roofing, but I do it for nearly everything else. . ;-)

 

Shaun

 

hi shauan can you describe your method in a bit more detial

thnx

Strange ways of life

Link to comment
Share on other sites

Your modeled tiles look great -- that's definitely the way to go. The method I was describing was to blend two black and white gradient ramps together to make a displacement map. The first is a black to white to black gradient tiled horizontally to create the ridges, then blend that at 20-30% with a top to bottom black to white gradient to create the stacking as the tiles climb the roof.

 

But you'd only want to use this on a distance model to save yourself some time -- if it's even possible for this to look good close up, your displacement would drive your render times through the roof (no pun intended, really!). Sorry if I steered anyone wrong!

 

Shaun

Link to comment
Share on other sites

Your modeled tiles look great -- that's definitely the way to go. The method I was describing was to blend two black and white gradient ramps together to make a displacement map. The first is a black to white to black gradient tiled horizontally to create the ridges, then blend that at 20-30% with a top to bottom black to white gradient to create the stacking as the tiles climb the roof.

 

But you'd only want to use this on a distance model to save yourself some time -- if it's even possible for this to look good close up, your displacement would drive your render times through the roof (no pun intended, really!). Sorry if I steered anyone wrong!

 

Shaun

 

thnx shaun for the tip .

its great .

strager than life.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...