What is causing it to be so dark in the creases? I would assume its because you only have 1 light and its casting directly into it so that normals to the sides are turning out dark. Other than that it looks good and I would call it done.
What is causing it to be so dark in the creases? I would assume its because you only have 1 light and its casting directly into it so that normals to the sides are turning out dark. Other than that it looks good and I would call it done.
Yeah its just one default light now, im gonna get it into cryengine later and buff it up with some heightmap too. And theres no spec yet, so not done yet.
First images from CE3. Way to bright now i know, tested the POM setting and looks shitty in some angles of course. can use images from better angles i suppose or just not use it and add some more polys for depth in the couchins.
in CE3 did you try turning the diffuse color down to a middle grey?
in Marmoset, what is your lighting set up? Are you using a preset? I know the Cathedral preset and i think a few others wash out the model. You can turn down the environment brightness and then add your own lights.
in CE3 did you try turning the diffuse color down to a middle grey?
in Marmoset, what is your lighting set up? Are you using a preset? I know the Cathedral preset and i think a few others wash out the model. You can turn down the environment brightness and then add your own lights.
No i just had it like it was baked!
in these images, Garage setup. Tried Cathedral now which was quite nice setup. Im gonna have to tweek the lighting and look into CE3 abit more. Had some weird issue with the texture resolution shifting back and fourth in the viewport.
Tweeked the parallax occlusion mapping on this and looks better in harder angles now i think.
This is with the cloth shader in CE3 wich looks kind of good too. Without POM!
Thought i build a little slice of a floor and preset it in CE3 with that and some simple background terrain with som color. Thinking ill go with the illum shader with POM and better lighting.
Going back to the HP, how did you go about the main cushion area in zbrush?
I'm talking about all the divots and indents and puffy cushions....I can't imagine doing them all by hand individually, and having them all line up correctly without some kind of projection master usage? Or some other tricks?
Going back to the HP, how did you go about the main cushion area in zbrush?
I'm talking about all the divots and indents and puffy cushions....I can't imagine doing them all by hand individually, and having them all line up correctly without some kind of projection master usage? Or some other tricks?
Hehe noo it was hand made pretty much, sculpted with the mirror on and did half and then added some stuff to the other side so they didnt look the same.
A few things. The normalmap seems so be wrong, it should be max standard with the green inverted for CE3. The wood is way to orange, you need to tweek that. The wood doesn't really have any "wooden" feel to it neither, material wise.. For the cloth, there is a super grainy tiled normalmap you can use for the detail, that will help even further with the cloth feel.
A few things. The normalmap seems so be wrong, it should be max standard with the green inverted for CE3. The wood is way to orange, you need to tweek that. The wood doesn't really have any "wooden" feel to it neither, material wise.. For the cloth, there is a super grainy tiled normalmap you can use for the detail, that will help even further with the cloth feel.
Thanks, missed that totally. The wood is not there yet i suppose, dont really know what its lacking. Got to try a detailmap for it!
I agree with sltrOlsson on this one. That image is probably the best of them all. The saturation on the last post blows out all of the detail you have put into this couch (the actual texture of the cloth). The render that is desaturated bring out those details the most.
I would have liked to have seen some carefully painted shadows and highlights to help accentuate the ambient occlusion and normal map, in both the diffuse and specular. That texture is begging to be popped!
I would have liked to have seen some carefully painted shadows and highlights to help accentuate the ambient occlusion and normal map, in both the diffuse and specular. That texture is begging to be popped!
Thanks, what i have now is the AO over the diffuse as overlay. havent done much with the AO.
I think the wood and the cushion part have too much similar colors so they don't stand out. I would like to see the wood more desaturated, darker and browner just like in the ref pic on the first page. I very much like the cushion part though!
I think the wood and the cushion part have too much similar colors so they don't stand out. I would like to see the wood more desaturated, darker and browner just like in the ref pic on the first page. I very much like the cushion part though!
Agreed, plus it might help presentation if you make the wood on the floor much darker so there is some better contrast between the objects.
I'm not so sure about the detail map on the fabric anymore :P Either way you need to tweek it more. It's way to scaled up and strong atm. Don't know about the specular on the fabric, looks kinda weird.
For the wood, I think you need to, as mentioned, desaturate it a bit. I also think that it would benefit from having some wear in the finish so that a lighter underlying color could be seen (with a much lower specular value).
Tweeked the saturation and colors abit, toned down the detailmap. Feels like a better contrast between the materials. Still need to fix the specular map in some areas.
Absolutely in the right direction! I would not use any specularity at all actually, I think that all those highlights are from the fuzziness in the fabric.
I would also turn down the noise on the wood, didn't think about it earlier but it does not ad anything I'm afraid.
Keep it up! Looking better every time I see an update
Yeah felt like so too. What do you mean with no spec? just on the fabric? or? yeah feels perhaps some parts of the seats fuzzy fabric is bent in different angles and reflects the light in another way. Worth trying anyway with no spec.
When you say noise, do you mean the brighter spots i tried to look like wear and teard spots?
Thanks allot man! feels great knowing its in the right direction now
Yeah, with no specular I meant no specular for the fabric. You could ad some slight specular on the worn down parts, maybe.
Exactly, it's just messy. You should make the wear more sharp and put it into the specular and gloss. I'll send you an private message with a picture of a char I made in CE3 (can't show it publicly). The surface of of a this kind of wooden furniture have shellac on it, which is pretty glossy, and when it tears it's just the wooden mate material underneath.
I dont know if I would ever say something shouldn't have a spec map. Light calculations depend on and the sum result of your texture maps. Leaving a blank or black spec map will throw those calculations off creating unnatural light absorption . Every surface reacts to light, even if its unnoticeable.
Maybe, the problem with velvet is that it's the small threads in the fabric (the fabric? :P) is the ones having anistropic highlights. That's what the fuzzy settings in the cloth shader simulates.
Finally worked the texture resolution problem out now its the real size. Reworked the teared places aswell and some specular tweaking. Tweeked the AO a little too.
We used to have a couch very similar to the one you're making, and the little hairs of fabric give it the anisotropic effect. If you brush against the direction of the hairs you roughen the surface and change the specular lighting of that area. The hairs also give it a fuzzy 'fresnel' effect similar to what you'd often see in real-time shaders.
We used to have a couch very similar to the one you're making, and the little hairs of fabric give it the anisotropic effect. If you brush against the direction of the hairs you roughen the surface and change the specular lighting of that area. The hairs also give it a fuzzy 'fresnel' effect similar to what you'd often see in real-time shaders.
Yeah that's what i tried conveying in CE3 with the cloth shader. But you mean its not conveying?
I would leave it as is. Its a couch, move on to some other things. Looks really good. You could have got a lot more resolution out of the wood parts if you tiled them in sections. For example the two legs could share the same UV space. The wood between the legs could share the same high res emblem and for each mesh section you could just tile the emblem by sharing the same uv space again. Just depends on how you want to do it.
Replies
Yeah very true, thought it would look more victorian with that but. Thanks for the advice!
Yeah its just one default light now, im gonna get it into cryengine later and buff it up with some heightmap too. And theres no spec yet, so not done yet.
yeah the folding looks better with it, a very shitty angle though
Thanks :thumbup::thumbup::thumbup:
The velvet material looks nice, but is the rest meant to be wood? I think its a tiny bit too saturated, perhaps cleaner AO and nice gloss over it?
Thanks, hehe yes it is meant to be wood, feels maybe abit to red aswell. Havent used gloss map but will test that out. What do you mean by cleaner AO?
Latest update from maya. changed the color and saturation abit on the wood, more work on the spec
in Marmoset, what is your lighting set up? Are you using a preset? I know the Cathedral preset and i think a few others wash out the model. You can turn down the environment brightness and then add your own lights.
No i just had it like it was baked!
in these images, Garage setup. Tried Cathedral now which was quite nice setup. Im gonna have to tweek the lighting and look into CE3 abit more. Had some weird issue with the texture resolution shifting back and fourth in the viewport.
This is with the cloth shader in CE3 wich looks kind of good too. Without POM!
Thought i build a little slice of a floor and preset it in CE3 with that and some simple background terrain with som color. Thinking ill go with the illum shader with POM and better lighting.
Going back to the HP, how did you go about the main cushion area in zbrush?
I'm talking about all the divots and indents and puffy cushions....I can't imagine doing them all by hand individually, and having them all line up correctly without some kind of projection master usage? Or some other tricks?
Hehe noo it was hand made pretty much, sculpted with the mirror on and did half and then added some stuff to the other side so they didnt look the same.
A few things. The normalmap seems so be wrong, it should be max standard with the green inverted for CE3. The wood is way to orange, you need to tweek that. The wood doesn't really have any "wooden" feel to it neither, material wise.. For the cloth, there is a super grainy tiled normalmap you can use for the detail, that will help even further with the cloth feel.
Thanks, missed that totally. The wood is not there yet i suppose, dont really know what its lacking. Got to try a detailmap for it!
Thanks yeah not yet anyways!
I would have liked to have seen some carefully painted shadows and highlights to help accentuate the ambient occlusion and normal map, in both the diffuse and specular. That texture is begging to be popped!
Thanks, what i have now is the AO over the diffuse as overlay. havent done much with the AO.
For the wood, I think you need to, as mentioned, desaturate it a bit. I also think that it would benefit from having some wear in the finish so that a lighter underlying color could be seen (with a much lower specular value).
I would also turn down the noise on the wood, didn't think about it earlier but it does not ad anything I'm afraid.
Keep it up! Looking better every time I see an update
When you say noise, do you mean the brighter spots i tried to look like wear and teard spots?
Thanks allot man! feels great knowing its in the right direction now
Exactly, it's just messy. You should make the wear more sharp and put it into the specular and gloss. I'll send you an private message with a picture of a char I made in CE3 (can't show it publicly). The surface of of a this kind of wooden furniture have shellac on it, which is pretty glossy, and when it tears it's just the wooden mate material underneath.
For the spec on that fabric you might want to setup a fancy anisotropic shader:
what is an anisotropic reflection?
how can I make one?
I'm assuming you've seen this? http://freesdk.crydev.net/display/SDKDOC2/Cloth+Shader
We used to have a couch very similar to the one you're making, and the little hairs of fabric give it the anisotropic effect. If you brush against the direction of the hairs you roughen the surface and change the specular lighting of that area. The hairs also give it a fuzzy 'fresnel' effect similar to what you'd often see in real-time shaders.
Yeah that's what i tried conveying in CE3 with the cloth shader. But you mean its not conveying?
Thanks