I’m having some troble mapping textures, is there a way to set for example cilindrical and spherical map for the same object without exploding it?
Comments and criticism are welcome.
I’m having some troble mapping textures, is there a way to set for example cilindrical and spherical map for the same object without exploding it?
Comments and criticism are welcome.
New test with mechanical part
Looks quite good. ![]()
A few ideas:
- change the color of the different objects with the same material a little: for example brass screw nut and brass velvet (?). a little variation helps to see the part as independent.
- the thread looks like a flat helix surface. You can create a thread: create a helix curve around the basic cylinder - sweep a profile along the helix curve - subtract this object from the cylinder.
Is the lighting from a HDRI?
-Micha
New test with mechanical part
Thanks Micha !
I’ll try to model the thread again and make some changes on materials, then I’ll post the new version.
There are no lights in the scene, only ambient and a hdr in background.
I don’t want to use hdr for ambient in this case, because it will change colours a lot.
New test with mechanical part
I understand, I was wondering: the reflections was so colorful and the lighting so withou any color. Shadows are so constant grey, so I have supposed so that you has used an ambient color. Maybe a less colored hdr could help to bring all together. Do you know the classical building hdri? A good allrounder without to much color. ![]()
New test with mechanical part
Well, this is my second try with:
- same hdr but monocrome
- New thread
- very little changes in materials
What I see now:
The new image it’s a bit washed and with to much contrast in brightnest zones. Now I’ll try with 50% saturation image and less influence in reflections. What do you think?
New test with mechanical part
I have the feeling, something is wrong with the materials: nut, grommet and velvet in the same material (in the middle of the part).
Also, the ground is so perfect clean and soft. You could try a paper structure here. In this case you could try to add a little DOF effect.
“50% saturation image” - I’m not sure.
“less contrast” - could be better.
You could try to use a color for the ambient. Like you want a warm or cold color. So, the image could get a unique mood.
New test with mechanical part
I love the bump mapping, the whole thing looks fantastic!
New test with mechanical part
I agree with FOG Lite - the bump mapping works really nicely, as does the monochrome hdr (it gives a fresh clean look, I’ve been trying to achieve)
I’d be interested to know how did you make the monochrome hdr out of the old ‘coloured’ version? - I’ve got a few that may benefit from the process!!? ![]()
New test with mechanical part
Micha,
I’ll keep trying new setting you suggest, as soon as I have some time.
FOG Lite and magnatizerr, thanks for your compliments, I’m so happy with the result, although I know it could be better.
I made the monochrome hdr in photoshop cs2, with adjustments, desaturate.
In the meantime I have a wish that I don’t know if it’s in the pile: is there a missing image alert somewhere? Because last night I tested a scene in another pc and spent a lot of time looking for the error.
New test with mechanical part
With regards to the Monochrome hdr - I’ve looked in PS CS2 and can’t find where I can export or save as hdr?? Did you create a ‘real’ hdr for the monochrome or is it some other file type? If it is a ‘real’ hdr, how did you get it out of PS CS2?? :?
Cheers
New test with mechanical part
Magnetizerr, I revised how I did it, and it was with chanel mixer monochrome.
The file I started with was a real hdr, and only 32 bits images can be saved as hdr in PS. In file \ automate there is a method to create a real hdr from multiple images.
Cheers
New test with mechanical part
This is my last render for this scene, and these the latest changes, hope you like them:
- reduced contrast in the hdr, 20% of saturation.
- fresnel reflection in the black elastomer part
- added bump in the floor
- reduced reflection glossiness
- ambient with a warm colour
Thanks again to all and specially to Micha, I’m learning a lot in this forum.
New test with mechanical part
Very nice render - the bump on the floor works well, subtle, but enough to ground the unit! Elastomer also works well..
New test with mechanical part
… a little bit roughness (0.8 … 0.9) for the elastomere? A liitle bit darker the elastomere? No bump for the thread? And a little bit more red for the metal? (looks so green on my screen) ![]()
Floor bump
Hi Laborda
I really like all the render, it’s very real.
Can you teach me how to make that nice floor bump?
Thanks
Sergio
New test with mechanical part
Thanks Paraglobal !
The bump is simple planar image in the bump map, to make it subtle I put 0.3 in multiplier.
New test with mechanical part
Some improvements
- better bump map with planar zone for thread
- darker elastomer with 0.7 / 0.75 in glossiness
- More red in metal
- a bit more bump in the floor.
New test with mechanical part
really a nice one ![]()
New test with mechanical part
that looks terrific!