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Subject: I Need Help with Texture WIP


Roch222 ( ) posted Thu, 02 January 2003 at 6:09 PM ยท edited Wed, 25 December 2024 at 10:17 PM

file_39359.jpg

I Am Building Sort of a City Apt/Brownstone type structure

I cant seem to get rid of the cartoony Look, Also I am Having Trouble texturing realistic wood, PLease any Sugestions would be much appreciated

I have just started applying texture and its obviously not even close to being complete

Comments Welcome Thanks

Roch222


big_hoovie ( ) posted Thu, 02 January 2003 at 7:21 PM

it can be difficult to get your textures to look realistic, but it is doable. I remember seeing tutorials on material settings, but I don't remember where....the demonstration picture was a gas pump and fire hydrant... anyway, looking at your examples, off the top of my head, I would suggest two things right off: 1) lighting: make sure the room is closed off, or disable sunlight, and set up some radial lights inside. this will help in achieving a realistic scene. 2)material settings. it almost looks like all the materials have the same settings applied to them. you probably should do some tweaking to them, like increasing the specularity on the floor, for a glossy look. also, something I just noticed, in the first image, on the right side, it looks like perhaps a mirror, except it is showing what is behind(the right side of the fridge, etc) I'm not sure what it is, but it sure is distracting. the wood in all the images looks flat. what you can do, is if you are importing an image for use as a texture, set the wood texture to both the color and bump channels, when you import, and dont forget to set the bump and diffusion dots in the material editor(setting the specularity dot to the texture as well can achieve a good look). I hope this isn't too much info, and I apoligize for the lack of any links, but I lost all of mine when I reinstalled my OS. big_hoovie


EricofSD ( ) posted Thu, 02 January 2003 at 7:52 PM

Attached Link: http://textures.forrest.cz/

You should be able to find just about any texture here. Also, you can make your own jpg or gif texture with this freeware program. http://www.sausage.com/supertoolz/reptile2.html Also, use additional channels to put a shiney or dull dusty texture over the one you have, with some bump, for that 'used' look.


Roch222 ( ) posted Thu, 02 January 2003 at 8:03 PM

Thanks Guys - B_Hoovie- That weird reflection only shows up in the pcture??? PS Never too much info!!!!! I have hundreds of textures and play all night but when comes time for final render they look flat What about the render settings maybe rendering different PLease Help Again and thanx again EricofSD - Gonna check out that link thanks


Pyg ( ) posted Thu, 02 January 2003 at 9:00 PM

GREAT link! Thanks for posting it.


Erlik ( ) posted Fri, 03 January 2003 at 2:16 AM

The problems with the kitchen textures is that they are scaled way too big. so everyting looks like a child's toy. See the cupboard on the left. Have you ever seen such big year-lines (don't know the English word) on a plank or a veneer? The second picture, the floor looks almost acceptable, but nevertheless the textures are also too big. Most noticeable on the window frame. Also, lower the ambience on the kitchen textures, everything is lighted too flat. I think that Hoovie's suggestion about lighting will certainly help, too. And try applying the texture on a group in World Space.

-- erlik


tjohn ( ) posted Fri, 03 January 2003 at 5:59 AM

I don't see any shadows being cast in the pics. Do you have shadows turned off on your lights? Maybe the lights are turned up too bright and with several lights in the room that can wash out your shadows. Also the shadow intensity may be turned to zero in SkyLab. You can't have realism with no shadows. And the weird thing on the right side of the top pic looks like you moved the camera in a little closer and did a plop render... look at the way the floor tiles don't match up and you have a perfect rectangle like with a plop render. Also agree with Erlik about the size of the wood textures. You might want to rethink the checkerboard floor...it's usually the first thing we all use when starting out, because it makes the depth (vanishing point) more obvious, used the texture a lot myself when starting out, usually accompanied by a lot of chrome spheres. (Laughing at myself, not at you)

This is not my "second childhood". I'm not finished with the first one yet.

Time flies like an arrow; fruit flies like a banana.

"I'd like to die peacefully in my sleep like my grandfather....not screaming in terror like the passengers on his bus." - Jack Handy


tjohn ( ) posted Fri, 03 January 2003 at 6:03 AM

Also: Did not mean to imply you were a beginner. I can tell by the way you have composed the room, the objects used, you are definitely on the far side of the learning curve. After re-reading my first post, I realized that was the way it sounded. Great start!

This is not my "second childhood". I'm not finished with the first one yet.

Time flies like an arrow; fruit flies like a banana.

"I'd like to die peacefully in my sleep like my grandfather....not screaming in terror like the passengers on his bus." - Jack Handy


GROINGRINDER ( ) posted Fri, 03 January 2003 at 1:28 PM

The textures at the forrest site mentioned prev are pretty low res. I think you need to be looking at textures in the 1200x1200 range to get realistic results.


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