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Need some advanced material tips for brass


stayinwonderland
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1. I can never really see dirt maps anyway, I never use them for this reason, they're always practically invisible.

 

2. I don't know how to do an a/o pass as there's no render element for that in vray. Any tips?

 

I have found something in zbrush called Cavity Maps. You can mask off the crevices in your sculpt and export that as black with controls over how sharp or blurry it is, then use that as a texture. I'm going to look into that but it may take a few days to learn as zbrush pipeline is astronomically difficult.

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Well, the cavity map does the same thing, just paints black into the cavities. But at this stage I don't have a clue about the pipeline going from zbrush to 3ds max. How to UV, whether to export low subdivs or high subdivs etc. so will have to study that. I don't have it UV'd as of yet and UVs are just a little unfamiliar to me (grey area i've avoided for many years).

 

Thanks for the link, will check it out.

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Try using your bump map as a mix map for different diffuse colors and then for variation in the reflection and the glossiness. You can use the bump to mix in a second mix map where you add the original color with with a patina map. To get this right is going to me a pretty deep material. Nothing basic is going to do your trick out right.

 

as to the A/O pass in Vray, it is called vrayextratex element. This takes a map and prints the element link an override. Just put a dirt map into the map slot before rendering. I would do this exclusively and untick A/O to save your render time.

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Ok guys. I've got a few things to be mulling over for a bit and I'll get back to you.

 

Here's another zbrush render just to further illustrate the direction I'm trying to take. Added some noise to the model.

 

knocker05.jpg

 

So I'm going to learn how to export all the fine details from zbrush and see how that renders and see if I can combine the above techniques.

 

Might need to get back to you on some of the finer points on vray materials though.

 

Cheers.

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You really also should look into UV'ing that thing so you can easily map your high detail from Zbrush onto your medium to low detail in 3ds Max. So you don't have to deal with a heavy sub-d Zbrush model in Max. The real power comes from being able to paint that detail on a map rather than trying to do it all in a material or a render.

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Here's my latest render after about 12 hours of study:

 

test06d.jpg

 

Still trying to figure out how to export from zbrush to vray/3ds max. That in itself is a 48 hours intensive study. Do you know how many different ways there are to export a displacement map from zbrush!?

 

Two of those hours were me, sitting in front of vray RT, tweaking that brass, only to make it worse and worse until reverting back the original and then I came across the vray car paint material.

 

Tried the ambient occlusion pass and it can be 'seen' in the above render. I say seen because it just doesn't make much of a difference apart from to slightly darken a few corners. What I need is a decent cavity map but they just don't work and come out totally EFFED up. Follow a tutorial note for note and bammo, crazy result. Onward.

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