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| there's nothing wrong with your approach. It all depends on what you want to achieve. Texturing is as important as modelling? With a decent understanding of the balance between the two, you can reduce how much geometry needs to be modelled and how much the appearance can be changed by texturing. Textures give your geometry shape, size, and age, basically wear and tear. Yesterday I discoverd that in the materials settings there's an option for displacement. The last time I tried to use the dsplacement modifier on a project it took hours. By doing it through the map, it took seconds and completely changed my geometry. So now I have to consider when I am modelling, the balance between, what I want to model, texture and displace. Practice builds perfection, and as a friend told me yesterday, happiness is a journey not a destination. Give yourself a modelling project, find a photograph of something that requires you to develop your texturing skills as opposed to your modelling skills, start it and post it in work in progress and let the community guide you. I'm sure this thread hightights a stage in development many of us are going through or have been through. Thank you for creating such a good start. Well thats my two cents worth lol |
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| hmm the texture looks ok but the bump map is causing problems here! You have to consider how a bump map works first, white = high and black = low, so right now the colors are completely wrong for the bricks to 'come out'. you can easily invert the brick layer so that the right colors show up, render again and it should be more realistic, also remember that bump mapping is influenced by lighting. I would also decrease the opacity of the dirt layer on top, because i don't think the dirt would have such a large effect on the thickness of that wall if you get what i mean... The pattern of the dirt texture is quite good, but the color is very plain, try adjusting that a bit, or combining it with another map with a smaller pattern. |
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| With the bump map texure u have right now, you can just give a -ve value of bump at the bump slot in the material editor. i.e. if u gave a bump value of 100 give it -100 and the effect will be reversed......sometimes saves the time but the actual concept of bump map is a told by jelmer.. hope this helps |
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| Might want to also mix dirt layers inside of max's material editor rather than make it all a single file in Photoshop. Will give you more control over them when you need it. Just as an example. Say you have painted metal, and some paint fell off. You want the exposed metal to shine or something. Much much easier if you have used different layers "inside" of max to do such an effect. Just thought i'd add my 2 cents (well... pence for me...). |
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| you might wanna try displacements, heres an example of displacement mapping vs bump mapping oh you might also wanna pick up a texture package I made about a year ago on 3dvalley.com Click Here download the Red Brick Wall package |
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| here's probably the best way to do it without plugins, IMO using the Composite shader, first select a material from the material editor click on Standard material ... ![]() Click on the Composite shader ![]() and apply what you need... I assume you know the difference between Additive/Subtractive/Mix Another material helpful material is Mask, especially with those bitmaps in the 1st and the 2nd post, add some greese, moss, or dirt textures with those, alpha maps above, as the masks |
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