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 ():
This is my metal box in 3dsmax:
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.
BTW, my texture has different color in my class' computer. I don't know the reason?
Please help me!:poly118:
Replies
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.
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.
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 well 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]
Baby, baby, baby oohh!
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
Baby, baby, baby oohh!
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:
All the best P.Pappy