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  • Roof Asphalt Shingles

    I have a client who needs a specific shingle illustrated. I have a low-resolution photo (from the client), and I even have a high-resolution texture (my library) that's close, but it tiles poorly. Is there a recommended process to create texture to cover a large area? I do have PixPlant, but I guess I have never used it for anything but to create a normal map. Are you guys using PS's offset for this?

    Needs to be this:

    Click image for larger version

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    I have this:

    Click image for larger version

Name:	roof_DIFFUSE.jpg
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ID:	874118
    Bobby Parker
    www.bobby-parker.com
    e-mail: info@bobby-parker.com
    phone: 2188206812

    My current hardware setup:
    • Ryzen 9 5900x CPU
    • 128gb Vengeance RGB Pro RAM
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    • ​Windows 11 Pro

  • #2
    Model it, tile it, texture it, render it. Send invoice.
    CGI - Freelancer - Available for work

    www.dariuszmakowski.com - come and look

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    • #3
      Something I did once for a similar situation was I created a huge splotched colored bitmap, and I did an automatic unwrap of the top surface of the tiles. This randomly placed them all over the bitmap. Worked great.
      - Geoff

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      • #4
        Originally posted by YoyoBoy View Post
        Something I did once for a similar situation was I created a huge splotched colored bitmap, and I did an automatic unwrap of the top surface of the tiles. This randomly placed them all over the bitmap. Worked great.
        Can you please explain this a bit more. Sounds intriguing.
        www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.

        Comment


        • #5
          First, make sure your tile model has a material ID or smoothing group that is different from the bottom of the tile. This will make the top surface easily selectable later.
          Cover your roof with the tiles.
          Now attach ALL of them into one object.
          Select just the top surface of them by using the unique ID.
          Ad an UnwrapUVW modifier to the object.
          Flatten the mapping. This will randomly place them all over the bitmap.

          And there ya go.
          - Geoff

          Comment


          • #6
            You may need to take that small bitmap in photoshop and manually make it larger by copying/pasting and cleaning up the resulting tiling bitmap by using the clone stamp or similar method. You have to 'roll up your sleeves and get dirty". At least that's what I have been told (right sifu?)...
            • Dual 3.47 ghz Hex Core Xeon CPUs; 96GB Ram; SSD Drive; 3dsMax 2020; V-Ray; Sketchup 2020
            • Love these Plugin/Scripts: ForestPro, RailclonePro, Soulburner, Populate Terrain

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            • #7
              So, you are talking about modeling each shingle? How are you distributing each shingle across the roof plane?

              Originally posted by YoyoBoy View Post
              First, make sure your tile model has a material ID or smoothing group that is different from the bottom of the tile. This will make the top surface easily selectable later.
              Cover your roof with the tiles.
              Now attach ALL of them into one object.
              Select just the top surface of them by using the unique ID.
              Ad an UnwrapUVW modifier to the object.
              Flatten the mapping. This will randomly place them all over the bitmap.

              And there ya go.
              Bobby Parker
              www.bobby-parker.com
              e-mail: info@bobby-parker.com
              phone: 2188206812

              My current hardware setup:
              • Ryzen 9 5900x CPU
              • 128gb Vengeance RGB Pro RAM
              • NVIDIA GeForce RTX 4090 X2
              • ​Windows 11 Pro

              Comment


              • #8
                Well, just one shingle, and copy it around.
                - Geoff

                Comment


                • #9
                  Copy it round? there are thousands of shingles. I do have the roof designer plug-in, which automates this, but it uses profiles, and I need the corners clipped. Maybe I can blacken out the corners using a texture map. I'l get back to you guys, on this one.
                  Bobby Parker
                  www.bobby-parker.com
                  e-mail: info@bobby-parker.com
                  phone: 2188206812

                  My current hardware setup:
                  • Ryzen 9 5900x CPU
                  • 128gb Vengeance RGB Pro RAM
                  • NVIDIA GeForce RTX 4090 X2
                  • ​Windows 11 Pro

                  Comment


                  • #10
                    Eh, it's not as bad as it sounds. Just an hour or so of mind-numbing tedium, and it's over.
                    - Geoff

                    Comment


                    • #11
                      how do you trim the shingles at the edge of the roof lines?
                      Originally posted by YoyoBoy View Post
                      Eh, it's not as bad as it sounds. Just an hour or so of mind-numbing tedium, and it's over.
                      Bobby Parker
                      www.bobby-parker.com
                      e-mail: info@bobby-parker.com
                      phone: 2188206812

                      My current hardware setup:
                      • Ryzen 9 5900x CPU
                      • 128gb Vengeance RGB Pro RAM
                      • NVIDIA GeForce RTX 4090 X2
                      • ​Windows 11 Pro

                      Comment


                      • #12
                        Once you have one flat surface covered, combine and edit. Slice and cap should do the trick. You can also put a 2x2x2 FFD on it to squeeze it into place.
                        - Geoff

                        Comment


                        • #13
                          you are a crazy man, but I'll give it a go. Do you have any examples using this BF method?
                          Originally posted by YoyoBoy View Post
                          Once you have one flat surface covered, combine and edit. Slice and cap should do the trick. You can also put a 2x2x2 FFD on it to squeeze it into place.
                          Bobby Parker
                          www.bobby-parker.com
                          e-mail: info@bobby-parker.com
                          phone: 2188206812

                          My current hardware setup:
                          • Ryzen 9 5900x CPU
                          • 128gb Vengeance RGB Pro RAM
                          • NVIDIA GeForce RTX 4090 X2
                          • ​Windows 11 Pro

                          Comment


                          • #14
                            Yeah, check out this work-in-progress Unity-version of ancient Greek farmhouse that I've had in my life forever: http://geoffkornfeld.com/VariUnity/. Every single shingle is a separate element. It is possible to get on the roof and walk around.
                            - Geoff

                            Comment


                            • #15
                              Originally posted by YoyoBoy View Post
                              First, make sure your tile model has a material ID or smoothing group that is different from the bottom of the tile. This will make the top surface easily selectable later.
                              Cover your roof with the tiles.
                              Now attach ALL of them into one object.
                              Select just the top surface of them by using the unique ID.
                              Ad an UnwrapUVW modifier to the object.
                              Flatten the mapping. This will randomly place them all over the bitmap.

                              And there ya go.
                              Got it. Thanks.
                              www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.

                              Comment

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