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I HAVE PROBLEM WITH TEXTURE!!!

Hello everyone, i'm a newbie!:)

I currently have a big trouble with my texture.
This is my texture,i also use it as a temporary specular map ():
uvboxlay3copy_zpsb1d74b7e.jpg

This is my metal box in 3dsmax:
doontshow_zps32c619d3.jpg

As you can see, it's very flat and blur, i don't understand why it's look like this:poly127:. I used 1024x 1024 texture, but every detail don't show unless i rotate camera.
whathappend_zps3a74c721.jpg

BTW, my texture has different color in my class' computer. I don't know the reason?

Please help me!:poly118:

Replies

  • Psyk0
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    Psyk0 polycounter lvl 18
    And you also have a problem with your caplocks it seems? :P

    Looks like it's been grinded to bare metal without any rust removed. There should be traces of paint leftover, scratches also tend to accumulate at the edges, the current material looks more like rusted concrete / metal.

    Another major flaw is the way the cover isn't held by any hinges or latches, which would make carrying this thing around very annoying and make the handle pointless. It also looks like you're attempting to add normal map details without adding anything to the silhouette, or anything interesting to the tool box for that matter.

    Take a better look at old beatup tool boxes and revise your design, details really count if you want it to look like a real life object:

    http://goo.gl/QhY2b


    Blurry renders are usually caused by the antialiasing setting (which is set to area by default) change it to catmull-rom. If your making a real time asset tho, you shouldnt render it, but use a realtime viewport shader.

    The change in color is because you are looking at it with two different monitors that are not calibrated the same or have different quality / color settings.

    Also this question should've been in technical talk or pimpin' and previews.
  • Swizzle
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    Swizzle polycounter lvl 16
    You're probably running into a couple of different problems here:

    1. Max tends to use some of the lowest possible settings when displaying textures in the viewport. This ends up making just about any texture look like blurry crap.

    2. Anisotropic filtering. Basically, textures you see at glancing angles tend to get blurrier. This helps remove some weird texture jitter issues, but also means that things aren't always as crisp as you might like.

    My suggestion would be to throw this into a game engine and see how it looks. UDK would be a good place to start since its model import process is basically drag and drop. It's also free. This is great for newbies since you don't have to do something like drop fifty bucks on Marmoset. Marmoset does have a demo available, though.
  • RyanB
    [Verse 1:]
    In my viewport there is problem,
    And that problem is texture.
    It is very very blur,
    Because antialias is wrong.

    [Chorus 1:]
    Throw texture down the well (repeat line)
    So my viewport can be free (repeat line)
    We must make texture easy (repeat line)
    Then we’ll have a big party (repeat line)

    [Verse 2:]
    In my viewport there is problem
    And that problem is the light
    They hit faces at bad angle
    And they never use spec map

    [Chorus 2:]
    Throw the newb down the well (repeat line)
    So my forum can be free (repeat line)
    You must grab him by his horns (repeat line)
    Then we have a big party (repeat line)

    [Verse 3:]
    If you see the newbie coming
    You must be carefull of his teeth
    You must tell him where is Google
    And I tell you what to do

    [Chorus x2]
  • peanut™
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    peanut™ polycounter lvl 19
    oh baby, baby ooooh!
    Baby, baby, baby oohh!
  • d1ver
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    d1ver polycounter lvl 14
    [ame="http://www.youtube.com/watch?v=Vb3IMTJjzfo"]Borat - Throw the Jew Down the Well!! - YouTube[/ame]

    On a more serious note Customize->Preferences->Viewports->(Optional: Choos Driver->Direct3d)->Configure Driver->Match Bitmap Size as Closely as Possible
    if I got you issue right. good luck
  • D4V1DC
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    D4V1DC polycounter lvl 18
    I HOPE THESE GUYS HAVE BEEN HELPFUL, GOOD LUCK!
  • peanut™
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    peanut™ polycounter lvl 19
    oh baby, baby ooooh!
    Baby, baby, baby oohh!
  • Great_Summer_Fire
    Psyk0 wrote: »
    And you also have a problem with your caplocks it seems? :P

    Looks like it's been grinded to bare metal without any rust removed. There should be traces of paint leftover, scratches also tend to accumulate at the edges, the current material looks more like rusted concrete / metal.
    ....
    Blurry renders are usually caused by the antialiasing setting (which is set to area by default) change it to catmull-rom. If your making a real time asset tho, you shouldnt render it, but use a realtime viewport shader.

    The change in color is because you are looking at it with two different monitors that are not calibrated the same or have different quality / color settings.

    Also this question should've been in technical talk or pimpin' and previews.

    Yeah, thank you very much :thumbup:. At first, i tend to make it realistic, but i want sth old and creepy (like those in silent hill game). The result is not as good as i expect. So i decide to make it realistic first and modify it later! About the handle, i will make a separate part, you're right, it's terrible.:poly127:

    To Swizzle: thanks a lot for udk information. :\

    Thanks a lot. And, Sorry for my bad english.:poly136:
  • poopsterspappy
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    poopsterspappy polycounter lvl 7
    You see, the problem with us humans is we conceptualize based on the big picture, not particular details. We are awful at remembering the minute. Hence, when you sit down to create any art without a healthy amount of respect for the real, whether it be texturing, sculpting, painting in oils, acrylics, digitally, you predicate your decision making based on what you know rather than what you see (bad idea generally especially for realism) . Now, for a person who has looked at a particular object (like your tool box) thousands of times (which you haven't) ,texturing something out of their head without regard for reference may be possible but eventually it will result in redundancy in their work ( it's all going to look the same after a while). It's easy to say you need to study reference material, but it's equally important for you to to know why. The randomness of nature cannot be rivaled by the artist, the artist will always fail, at least that was Leonardo's sentiment..who am I to disagree. I think watching Alec Moody's texturing lesson at 3d motive would be a good idea for you. Don't do the tutorial...Listen to what he is saying watch the whole thing then do the tutorial.

    All the best P.Pappy
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