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Help with materials / texturing my gun model please
show user profile  hyper
Hi,

I've just finished my model of an M4A1 rifle and I'm not sure how to go about materials / textures.

Here is what I have so far:

I've just put some materials on it, a matte black and grey for the gun / magazine and a chrome metal one for the ring thing at the back.

I'm not sure if I even need to use textures since all the details are modelled, only the colours need to be applied. So best to use only materials?

But it doesn't look very good yet, how can I make it look better / more real?

Like this:

I also want to add something to make it look "worn" or "used" like little scratches and marks. What's the best way to do that?
read 1149 times
2/28/2011 2:57:08 PM (last edit: 2/28/2011 2:57:08 PM)
show user profile  Mr_Stabby
well the metal in the photo is not matte, its just really low glossiness reflection. The metal overall seems to also have a really small grain noise type texture which can probably be achieved with small light weight bump map. You should also probably divide the model into more parts as in the photo the different pieces have slightly varied shades of diffuse/reflection level

as for scratches and marks, these are best done by hand if you want them to look real. using a shell or some other mixing type end material would probably be ideal - one for pristine look, other paintless (or even rusty or whatever) look then just draw in a mixing map

read 1140 times
2/28/2011 5:11:38 PM (last edit: 2/28/2011 5:13:52 PM)
show user profile  hyper
Yeah you're right, thanks for the advice. Going to try it today.
read 1108 times
3/1/2011 12:32:43 PM (last edit: 3/1/2011 12:32:43 PM)
show user profile  hyper
Hi,

Sorry I haven't replied for few days I've been busy with other things.

I've applied different materials to the different parts with different diffuse / reflectivity etc and also a light noise bump map.

But I'm having trouble with doing the scratches / marks.

I've tried to make a Shellac with 2 materials, 1 normal and 1 with some scratch / mark texture. Nothing has come out quite how I want it. My plan to try next was to make a small texture with a few scratches in the middle or at the side, then select one of the polygons on the object and apply a UVW mapping modifier and adjust the scratch texture to the right position / size.

But that way I would probably have to make a new texture for each polygon I want scratches on.

Am I going about it the right way? (I haven't even tried this yet but think it will work) and is there a better / faster way?
read 1064 times
3/4/2011 7:22:30 PM (last edit: 3/4/2011 7:22:30 PM)
show user profile  Sylverstalker
I think you will have to unwrap it to get nice results.




read 1043 times
3/4/2011 10:14:54 PM (last edit: 3/4/2011 10:14:54 PM)
show user profile  9krausec
I agree. If you unwrap it you can also put some wear and tare on the edges, which always looks nice.




- Portfolio-




read 1025 times
3/5/2011 5:58:00 AM (last edit: 3/5/2011 5:58:00 AM)
show user profile  Mr_Stabby
my bad, shell/shellac dont do what i had in mind. blend material is the one you want, with that you can have one material shiny and new, the other with whats under paint (probably just a real chunky medium reflection glossiness chrome with a touch of rust coloring/reflective qualitys mapped in with perlin marble) also dont forget to put a full white displacement map on it with negative displacement value in material (so scratches actually look like they have depth)

then its just drawing an alpha map for blend to follow where scratches are

read 1008 times
3/5/2011 2:58:26 PM (last edit: 3/5/2011 2:58:26 PM)
show user profile  hyper
Thanks for the replies.

Sylverstalker / 9krausec, I have actually been trying with unwrap UVW the last few days. But unfortunately I haven't used it before, and I haven't been taught it either. I've tried following a few tutorials but none of them help really, guess I need to find a good one. I understand the basics of it but not fully. I think for this model I will try to avoid it if I can.

Mr_Stabby, I like your idea there, but there's a few things I don't understand.

I've created a blend material and added the paint and the metal materials to it. The metal has a bump map (Dent), Reflection (Raytrace), Refraction (Perlin Marble) and... for the displacement map I'm not sure what to use or should it not have a map? Just turn it on and set value to -1? Like this:

Also what should I set the "mix amount" for the blend to? Leave it at 0 so that the metal only shows up where scratches are?

Not sure what you mean about drawing an alpha map for blend to follow where scratches are? Can you help with that?

Sorry for the noob questions. :P
read 997 times
3/5/2011 4:44:29 PM (last edit: 3/5/2011 4:45:20 PM)
show user profile  Sylverstalker
I'm no master of the unwrap tool either but it is a skill you really should learn.




read 985 times
3/5/2011 11:02:37 PM (last edit: 3/5/2011 11:02:37 PM)
show user profile  Mr_Stabby
i think its easier just to show it so heres a 2 minute version


read 978 times
3/6/2011 1:27:26 AM (last edit: 3/6/2011 1:27:26 AM)
show user profile  hyper
Haha I thought you had drawn out that diagram for me, then I realised it was the Slate material editor in max 2011 :p Haven't used that before. Looks really nice, much easier to understand.

Anyway, I've made my Blend the same as yours, the only thing I'm missing is the Mask bitmap for Blend. Can you show me which image you've used for that please?
read 961 times
3/6/2011 2:29:42 PM (last edit: 3/6/2011 2:29:42 PM)
show user profile  Mr_Stabby
i just did some white strokes back n forth on black background in viewport canvas, how artistic of me :p the map is gonna have to be hand drawn in photoshop or whatever image editor, you can use viewport canvas for some initial referencing like where the more worn places are and such but its not delicate enough for a good final finish. shouldnt be too hard just black is paint and white is scratch, greys inbetween also make for an inbetween type surface (will probably look good enough unless you plan on sticking it under a microscope in which case output mapping the bitmap for more contrast would solve it)

for this step you also need the item unwapped, or atleast the important areas (where you plan on drawing something). you could potentially even get away with slapping a cylindrical premap on the thing and use vcanvas to point out where things are but in order for that to work the resulting map would have to be way large to hold enough detail so its not a good option.

read 955 times
3/6/2011 3:33:31 PM (last edit: 3/6/2011 3:33:31 PM)
show user profile  hyper
Ah ok, I get it. Going to give it a try now. I think I'll make 3 or so different maps for some variety.

Thanks for your help by the way, much appreciated :)

I'll post back when I've finished or I get stuck.
read 953 times
3/6/2011 4:12:44 PM (last edit: 3/6/2011 4:12:44 PM)
show user profile  hyper
Think I've finished. I didn't use unwrap, only used UVW mapping and adjusted the size and position on each part. Could be better but I'm quite happy with it:

The marks / scratches are quite subtle but I want it that way.

Opinions? Suggestions?
read 911 times
3/9/2011 7:25:31 PM (last edit: 3/9/2011 7:26:19 PM)
show user profile  Nik Clark
Far too shiny. Looks like a mirror polish. Looking good model-wise though.



read 905 times
3/9/2011 7:28:26 PM (last edit: 3/9/2011 7:28:26 PM)
 
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