Matt Sugden Posted July 4, 2008 Share Posted July 4, 2008 (edited) Hi there, I'm doing a lot of slate/ plain clay roof tiles on projects at the moment, and I'm almost never happy with the look of the finished material. I often combine the texture map of the manufacturers material with a relf /highlight glossiness of about 0.4, sub divs of about 30, and a reflection value of about 79/79/79 dark to mid grey colour. And add a very slight bump maybe 10% of the same texture but in greyscale. I normally assign about 5 different random tile textures across the main tile geometry using the material by element modifier. Can anyone suggest any tips for getting a more realistic looking roof texture/ material? I've attached a wip to give you an idea of what I'm talking about. Edited July 4, 2008 by Bewdy Link to comment Share on other sites More sharing options...
Trevor Tizard Posted July 4, 2008 Share Posted July 4, 2008 They look really good...............too big, but very good. Link to comment Share on other sites More sharing options...
whori Posted July 6, 2008 Share Posted July 6, 2008 i remember doing something very familiar... so i modeled every tile few thousands of tiles..that was serious:D but it looked nice Link to comment Share on other sites More sharing options...
Dave Buchhofer Posted July 6, 2008 Share Posted July 6, 2008 you using displacement or is that modeled? I think it looks good as is, i'd maybe add a little VrayDirt to the diffuse to shadow up the nooks and crannies a little more if thats an option speedwise. other than that, just varying the hue/sat of the diffuse also, and varying the amount and gloss of the reflections in the tile materials. Link to comment Share on other sites More sharing options...
Matt Sugden Posted July 8, 2008 Author Share Posted July 8, 2008 thanks for the comments. the tiles are all modeled, apart from the ridges which are half cylinders with a tile bump. I'd like to know a bit more about the vray dirt map stuff? how would I effectively apply this over the whole roof so it looks natural, given that currently each tile is textured individually? Or do I apply the dirt map to each texture individually? I assume this is different to using a bmp dirtmap? Cheers Link to comment Share on other sites More sharing options...
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