jonathan Evans Posted February 9, 2016 Share Posted February 9, 2016 I am building a shipping container i have painted some test runin photoshop of the shipping container side small section. i trying to make a relastic look , ive read that its best to paint a flat looking map with no highlights or lights shining from one side . Is this lloking right any advice and tips welcome Link to comment Share on other sites More sharing options...
Matt McDonald Posted February 9, 2016 Share Posted February 9, 2016 The same thing would go for shadows as well, you really don't want any in your diffuse texture. Ideally those are generated by the geometry. Link to comment Share on other sites More sharing options...
jonathan Evans Posted February 9, 2016 Author Share Posted February 9, 2016 its the ambient occlusion map over layed in the diffuse texture in photoshop . i have baked it out shall i remove it get more realistic results . I could add the ambient occlusion in the settings later . cheers should remove all the shadows then Link to comment Share on other sites More sharing options...
Matt McDonald Posted February 9, 2016 Share Posted February 9, 2016 Yes the diffuse texture should only be diffuse appearance. Shadows will be rendered in engine and AO can be applied to the shader you are working on. Link to comment Share on other sites More sharing options...
jonathan Evans Posted February 9, 2016 Author Share Posted February 9, 2016 ok this how i had first used the ambient occlusion map ive posted the ao map . then i over layed it painted by over laying the layers photoshop . i will now instead use the render setting in final gather or use the vray engine and add the ambient occlusion map at render time Remove all shadows and ambient occlusion from my diffuse texture Link to comment Share on other sites More sharing options...
jonathan Evans Posted February 12, 2016 Author Share Posted February 12, 2016 ok i removed the ambienmt occlusion map added new texture painted dirt texture . the result is poor. i do need to locate what makethis more realistic . Link to comment Share on other sites More sharing options...
Matt McDonald Posted February 16, 2016 Share Posted February 16, 2016 The diffuse texture is just one part of the overall shader. I think your diffuse map looks like a good start. To me, the first thing that jumps out at me is the glossiness of the shader. Overall, it's too glossy and then you will need some sort of reflection map (probably based on your diffuse map) to control the overall reflectivity of the shader. You can also turn AO on at the shader level to get a little more detail in the crevices. Lastly, you might need to render the test using more than the default lights in order to see how the shader is really looking. Link to comment Share on other sites More sharing options...
jonathan Evans Posted February 16, 2016 Author Share Posted February 16, 2016 (edited) this the shipping contianer just a logo as texture map and no glossy map. it quite convincing but you can see i am a beggiinner. I post my results with mental ray render because i couldnt get strong ambient occlusion in the mental ray render ive posted my results with the mental ray render . I have made it available to download . any advice on increasing the ambeint occlusion or more realisit crender in either vray or mental ray . would be appreciated Edited February 16, 2016 by hansolohan Link to comment Share on other sites More sharing options...
Andres Saarnak Posted February 17, 2016 Share Posted February 17, 2016 Your texture is definitely too low resolution. If it´s a seamless texture, you need to tile it. For AO (though you should not do this just to get darker corners, your renderer does it for you; think about this as dirt just as in real world and where it usually piles up) look here- http://www.peterguthrie.net/blog/2009/10/vray-dirt-tutorial This gives you tools, but what values work is a matter of experimenting. Link to comment Share on other sites More sharing options...
jonathan Evans Posted February 17, 2016 Author Share Posted February 17, 2016 (edited) Your texture is definitely too low resolution. If it´s a seamless texture, you need to tile it. For AO (though you should not do this just to get darker corners, your renderer does it for you; think about this as dirt just as in real world and where it usually piles up) look here- http://www.peterguthrie.net/blog/2009/10/vray-dirt-tutorial This gives you tools, but what values work is a matter of experimenting. ive attached the new foiles please see attached . i didnt use any texure in the end apart rom a logo and the ambeint occlusion has been added at render time if bake any ambreint occlusion in future projects. i use is it as dirt map which is popular in games Edited February 17, 2016 by hansolohan Link to comment Share on other sites More sharing options...
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