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Need help with a brushed bronze texture

polycounter lvl 10
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Jet_Pilot polycounter lvl 10
I'm trying to make a brushed bronze texture for a prop I'm messing around with, but the problem is i want the brushed to follow a curve. my current technique was to add noise then motion blur it. That game me good results on like 80% of the prop, but places where the mesh curves it looks REALLY bad. Anyone have a good technique.

brushed_bronze.jpg

P.S. re-uving is NOT an option

Replies

  • Calabi
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    Calabi polycounter lvl 12
    I'm no expert but my guess with something like this is the best way would be to set up the material in a render software then bake it on to the uv.
  • Blaisoid
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    Blaisoid polycounter lvl 7
    you can try adding radial blur on circular areas instead of motion blur. i used that once for brushed metal and result was ok.
  • Selaznog
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    Selaznog polycounter lvl 8
    Well what I would do is set the UVs for the shape so they're in a straight line. You might get a bit of stretching, but in the end it will be way easier to texture it.


    EDIT: Just saw that re-uving is not an option. What a shame. Disregard my post and good luck :P
  • ftorek
    yeah - do what selaznog and luke/calabi are saying - get yourself second set of UV's (say map channel 2 - dont worry - these are only temporary - in the end you'll be using your original set of UV's) -> get that big round element straightened out (so it looks like rectangle with all loops and rings going horizontal/vertical - you can do it in max's unwrap no problem with little or nothing tweaking required but don't have it handy and can't remember how that button is called :D

    then create texture like the one above - with straight lines (can be black and white only - it's only the directional lines that we want - apply to you geo - make sure to change map channel in mat-editor to 2 - then bake out your colour to new map - using map channel 1 - you should get nice brushed effect following curvature of your element

    it seems far fetched walk-around - but i dont think you have to do it for every single bit of your map - just the most prominent and should be ok :)

    cheers and good luck
    f.
  • darkmag07
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    darkmag07 polycounter lvl 12
    You could also select a copy of the texture and then use the warp function to bend the lines into that shape. It's probably more work than baking it into a second UV set however.
  • Jet_Pilot
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    Jet_Pilot polycounter lvl 10
    i used the UV2 method and got exactly what i wanted... POLYCOUNT FTW!

    Thanks
    results.jpg
  • ftorek
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