05.02.2017 Views

3D Creative December 2015

contoh majalah 3dcreative. majalah yang menyajikan trick, tips, dan seni dari teknologi citra 3 Dimensi

contoh majalah 3dcreative. majalah yang menyajikan trick, tips, dan seni dari teknologi citra 3 Dimensi

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

<strong>3D</strong>CREATIVE MAGAZINE | Mastering displacement details<br />

Fabric textures used in<br />

the cloth shaders<br />

Texturing the clothes: The secret to<br />

08 making good cloth shaders, for me,<br />

is to choose a nice fabric texture as a base to<br />

create the bump and diffuse maps. I rarely add<br />

reflections to cloth, only if it’s really visible in<br />

the type of fabric I want to mimic. I usually run<br />

away from very flat and realistic cloth – I really<br />

try to give a quick and exaggerated look to the<br />

fabric, and also try to make the stitch texture not<br />

too tiled. I use many images to make the dirt in<br />

the clothes, but also some texture brushes in<br />

Photoshop with scatter and hue variations. For all<br />

the pockets and leather materials I use a similar<br />

workflow, but with a blurry reflection using the<br />

unsaturated texture as specular map.<br />

Texturing the spray tank models: I’ve<br />

09 developed a very quick shader workflow<br />

for scratched and worn-out metal. I know that<br />

I have to replicate the same shader with little<br />

differences through all the metallic objects, but if<br />

I had to paint all the diffuse, specular and bump<br />

textures for each one separately, it would take<br />

a lot of time. So I create a blend of two shaders:<br />

painted metal and rusted metal. For each slot, I<br />

create a composite shader with a base color using<br />

VRayColor, then tile metal textures with different<br />

opacity values on top of it. I use a normal map<br />

of random noise surface over the metal bump<br />

to make it look more irregular. To blend the two<br />

materials, I paint masks in Photoshop for each<br />

object, and then, if I want to apply the same<br />

shader to another object, I just change the mask<br />

and it works fine.<br />

Basic shader setup: These are some<br />

10 examples of how I set up some of my<br />

shaders mentioned before. The red one is my skin<br />

material; it’s basically a VRayBlendMtl composed<br />

of an SSS2 shader for the skin itself and a VRayMtl<br />

with black diffuse in additive mode for realistic<br />

reflections. I always use the GGX BRDF option<br />

in all of the shaders – this new V-Ray feature<br />

makes the specular more accurate and detailed.<br />

The blue material is the basic metal shader I<br />

use for all metallic objects. The last one is the<br />

Metal shader workflow of the spray tank<br />

Setup of the main shaders I used<br />

cloth shader with a falloff shader applied in the<br />

diffuse slot. I use the falloff between the texture<br />

and a brighter version of the same in order to<br />

mimic the roughness of the surface caused by the<br />

microfibers in the cloth, usually not present in<br />

leather shaders.<br />

<strong>3D</strong>CREATIVEMAG.COM

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!