Polybook Morten Fjellheim (Arev)

Forum Archive Polybook Morten Fjellheim (Arev)

Viewing 15 posts - 1 through 15 (of 23 total)
  • Author
    Posts
  • #11011
    Morten Fjellheim
    Participant

      Hey, i finally have my own polybook!! I have been looking through all the others but not come aorund to create my own. I am starting off with this oillamp that i have modelled and now trying to texture. It has been a bumpy ride. i have watched tutorials on tutorials, asked for advice and so on. Everytime i do something i find out there is something wrong. Either the texture isnt very good, or the uv unwrapping goes west! 

      Now it appears that something i am doing, is causing something to happend.

      Feel free to comment, give advice or ask questions.

      #52015
      Morten Fjellheim
      Participant

        #52016
        John Sanderson
        Participant

          Hey Arev! Grats on the polybook.  The lamp looks good! Here are a few suggestions I have: 

          1) I am not sure why you need the second principled shader.  I feel like this destructive as it wipes out 50% of the info you put into the first one.  I assume it is being used to add color (since it looks like you are using grayscale inputs for the first one)? I would try to map the color info into the first principled using some mix RGB setup so you don’t lose bump and roughness information.

          2) You might try using a curvature or AO map to mask your rust texture (assuming it’s rust?) so that it looks like it conforms to your model and less like a foreign texture map.  Also make sure scale is applied and that your UV islands are in proportion.  The rust splotches at the bottom look much bigger than those elsewhere on the lamp.

          3) The glass is very saturated, which I like actually. It makes look like its old, cloudy, and grimey, but the flame still appears crystal clear through it.  Maybe break it up a bit and put some burn marks around the bottom and grime up that really shiny metal base so it fits in better.

          All in all, nice render though.  Look forward to seeing more!

          #52017
          Morten Fjellheim
          Participant

            Well..i havent figured out a way to get rid of the second principled bsdf, its there for metallnes and color. Just curious, by grayscale are you referring to the coloramp? i am using a rust texture to set the areas where the other rusttexture shall appear. The colorramp divides the area where rust and metall shows.

            You talk about the color info….stil i suspect you are talking about the colorramp?

            When you say the rust “splotches”, are you referring to size, shape?

            #52018
            John Sanderson
            Participant

              What I am saying is that it appears you are trying to create two different materials (with different values each for color/roughness/metalness), but nothing is plugged in to the factor of your mix node.  So it renders a 50/50 mix of the properties for both principled shaders. I do not think this is what you want.  You want some areas that are 100% rust and some that are 100% metal.  You need to create some kind of mask to differentiate (plugging your image into a high contrast color ramp could give you this for free).  You could then plug that mask into a mix shader factor or just plug it into your various value slots on a single principled shader.

              There are two images, one is plugged into a color ramp (such that the output is grayscale) and the other appears to be a height map (these are usually grayscale).  But you could use a mix RGB with your material mask to plug colors into the color slot on a single principled shader rather than have two.

              For the splotches, yes I am referring to their size.  I cannot see the image texture, but because the splotch size varies substantially between different parts of the mesh, I believe there is some kind of scaling issue, either on the mesh itself or with the UVs.  Fixing that would distribute the rust a bit more evenly.

              Finally, if you combined the material mask with a curvature or AO map, the rust sections could be mapped to specific places on your model where moisture would be likely to accrue, rather than be governed by an image that probably was not designed with your lamp in mind.

              #52019
              Morten Fjellheim
              Participant

                Thank you John, i will certanly check how this turns out.

                #52020
                Morten Fjellheim
                Participant

                  Just an update. Took John Sandersons tips to mind and started working on it. It think it is improved alot, stil far from the deisred result but way better.

                  #52021
                  Morten Fjellheim
                  Participant

                    I am trying to create a rustshader for the lamp. I didnt know rust was this complexed.

                    #52022
                    John Sanderson
                    Participant

                      Looking good Morten! 2 ideas that may help.
                      1) I would reduce the strength of the bump by at least 50%.
                      2) I would add a metallic layer to the material that goes between the paint and rust. I think that will help sell it as rust so that we can see where the paint has chipped away and exposed the metal and then the metal has rusted in places. 

                      #52023
                      Morten Fjellheim
                      Participant

                        Aye, reducing the bump is top on my “to do list”. Adding metalness to the “in between layer” would mean creating that layer as it isd not really a layer. But i will attempt something:)

                        #52024
                        Morten Fjellheim
                        Participant

                          A little update. I tried to model an enviroment for the lamp, but it turns ouit flat and boring. So i thought maybe i would use an aimage texture as background for it instead. I have also made a diferent mask for rust distribuyion, this time more centered around the edges. Critique and tips is welcome.

                          #52025
                          spikeyxxx
                          Participant

                            @arev first of all. it’s a great model!

                            Let’s get this lamp shaded;)

                            One thing at a time, let’s start with the (always) most difficult part, the glass.

                            Think of the history; it’s a lamp, so when this was made the glass they used would have been clear.

                            When the lamp got older, the glass would have become dirtier. People would have touched it and the fat of their fingers and hands stayed on the surface of the glass and dirt sticked to the fat.

                            Glass has a see-through component and a reflection (mirror-like) part. 

                            You use a milky glass, but your reflections are very sharp. This suggests a new, but not very clear glass. 

                            Try a higher roughness (not too uniform though) for the reflection. And make it transparent enough for the flame to shine through.

                            #52026
                            Morten Fjellheim
                            Participant

                              Thank you @spikeyxxx. Yes, i will do something to the glass. I just havent got to that yet. I was thinking of putting some smudge in there to show it has been used. Maybe some scratches but not too much. 

                              #52027
                              Morten Fjellheim
                              Participant

                                Just a quick update on where i am at with my lamp. Finally sorted the fresnel out. Now working on the glass, going to add som scratches and other imperfections. Then i am going to use mantaflow for the first time and get the flame burning inside. I am going to do more, but this is what i am doing next. Thanks to “Louhikarme” for helping me get the node setup correct.

                                #52028
                                Morten Fjellheim
                                Participant

                                  Finally figuring out the material. So now i am getting very close to an end for this project. The things that are left now is to make some adjustments tio the rust layer on some parts of the lamps. I think some places have too much rust. Then i will perfect the scrathces abit and finally add some dust and grime. Hopefully this will be the last update before finish.

                                Viewing 15 posts - 1 through 15 (of 23 total)
                                • The topic ‘Polybook Morten Fjellheim (Arev)’ is closed to new replies.