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Topic : "textures/lighting in 3-D" |
4s member
Member # Joined: 24 Jan 2000 Posts: 89 Location: seattle
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Posted: Wed May 31, 2000 3:35 pm |
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hey digital dudes, long time no been around here been busy w/ school and that what brings me here heheh. i'm doing a digital model of a building for a presentation (going to have interior and exterior perspectives)
anybody have suggestions on how to do the textures? i am thinking of taking photos of real life textures ( bricks, concrete, ceilings, carpets, etc) and putting them over). i have not tried this yet so i dunno how 'real' this would look. and if you got suggestions on how to do the lighting.. like interiors. taht would be good.
i know some of you do 3-D stuff !!!
... ugh, now i got to get back to finishing the model, 1 down, 3 more floors to go.. |
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Garble junior member
Member # Joined: 30 May 2000 Posts: 4
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Posted: Wed May 31, 2000 4:15 pm |
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yeah, the picture thing works well.
gotta worry about spec and bump values and diffuse and all that stuff, but that isn't too difficult once you get the picture.
Lighting is up to you. Depends on the mood.
hope i could help a little.
-garble |
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Guy member
Member # Joined: 29 Feb 2000 Posts: 602 Location: British Columbia, Canada
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Posted: Wed May 31, 2000 4:20 pm |
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just make sure you can tile the textures. it would look really bad otherwise
about the lighting, just do what suits your look also do what seems logical.. dont klnow if that really helps at all. look at other pictures. real and drawn, to get an idea |
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Incarnatation member
Member # Joined: 29 May 2000 Posts: 55 Location: Scotland
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Posted: Wed May 31, 2000 4:20 pm |
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if your taking photos of walls or sections of brick try to take photos of a varied ammount and stick them together in photoshop. All too often you see people use the exact same brick over and over and it ruins the realism factor. ( that goes for all the textures no just bricks ) |
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Frost member
Member # Joined: 12 Jan 2000 Posts: 2662 Location: Montr�al, Canada
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Posted: Wed May 31, 2000 5:13 pm |
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just don't forget to retouch and take out the lighting from your textures as you don't want them to show up once tiled or disrupting the real lighting of the render. |
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eetu member
Member # Joined: 27 May 2000 Posts: 289 Location: helsinki, finland
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Posted: Wed May 31, 2000 6:32 pm |
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when taking photos you'll end up having some spherical lens distortion in the image. if you have a zoom lens, taking the picture with maximum zoom (and further away) will reduce the distortion quite a bit. otherwise you might want to 'un-distort' the image to get it to loop better.
using a flash is also a bad idea, the highlights look bad when looped.
a bright but overcast day is the best for taking texture photos, you'll get a uniform lighting. an obvious lighting direction in the texture image will look strange if the light in the 3d scene comes from a different direction.
if you're doing a building, try to get large-scale textures. less looping is better.
eetu.
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Trance-R member
Member # Joined: 03 Nov 1999 Posts: 360 Location: Burnaby, BC, Canada
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Posted: Wed May 31, 2000 6:56 pm |
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What program are you using?
Some 3D programs already have a really good texture system such as fractal bumps, crumple and ripply (with distortion and falloff options) textures. If you have a bumpy texture, such as a brick wall, be sure to include a diffuse texture map, specular texture map and the bump, so that your surfaces would look real. What you need to worry about the most is the lighting. For standard distant lights, shadows appear really sharp and dark (not real at all). You want to use different kinds of lights to create the soft and fuzzy edged shadows.
If you will be publishing this onto a TV screen, keep in mind that a TV screen will display your renders much brighter than your monitor. |
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4s member
Member # Joined: 24 Jan 2000 Posts: 89 Location: seattle
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Posted: Wed May 31, 2000 9:20 pm |
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i'm going to try to not overdo the bumps 'cause sometimes they don't look so good. but i do have access to the bump tool ehhe. i'm using a program called Form-Z for modelling and rendering. |
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